FTC To Examine Microtransactions In Free-To-Play Games and Apps
A post at GamePolitics points out that the Federal Trade Commission will be looking into free-to-play mobile games that rely on internal microtransactions as a business model. Many such games are marketed for children, and there have been a spate of cases where kids racked up huge bills without their parents' knowledge or explicit consent.
"The in-app purchases have also catapulted children's games such as Smurfs' Village and Tap Zoo, by San Francisco-based Pocket Gems, into the ranks of the highest-grossing apps on iPods, iPhones and iPads. But the practice is troubling parents and public interest groups, who say $99 for a wagon of Smurfberries or $19 for a bucket of snowflakes doesn't have any business in a children's game. Though a password is needed to make a purchase, critics say that the safeguards aren't strong enough and that there are loopholes. 'Parents need to know that the promotion of games and the delivery mechanism for them are deceptively cheap,' said Jim Styer, president of Common Sense Media, a public advocacy group for online content for children. 'But basically people are trying to make money off these apps, which is a huge problem, and only going to get bigger because mobile apps are the new platform for kids.'"
Children can't be held to a contract. If a child is playing a game, and they make a purchase within that game, can they be held to it? This is an issue for adults as well, generally purchases are subject to a return period, does that apply to online transactions? If not, why not? Shouldn't I be able to return that $99 cartload of Smurfberries that my 11 year old clicked on?
$19, let alone $99, is not a bloody "micro-transaction". The original micro-transaction idea was talking about sub-dollar amounts (eg 5 cents to view a web page). Now days idiot games/web journalists apply the term to mean "online trading of money for in game goods and services".
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CINC, 4th Penguin Legion
That said, apps that encourage kids to spend real money for shit like costumes etc. are treading on moral thin ice..
How is this any different than the collectable card series that were highly prevelent throughout my childhood - football, baseball, TMNT, Battlestar Galactica, and then on to the collectable card games like Spellfire, Magic etc etc. Not to mention the crap that came along with the interest in Warhammer 40K (what a scam! I occassionally pop into my local store to see what they are doing, and the prices are even more ludicrous today!) and the various AD&D packs.
Kids have been encouraged to buy tat for decades, this isn't new and it isn't any different than back in my youth.
Besides, what kind of a parent links a credit card to a childs iTunes account? Where are these kids getting $99 to spend on crap?
How is this any different than the collectable card series that were highly prevelent throughout my childhood - football, baseball, TMNT, Battlestar Galactica, and then on to the collectable card games like Spellfire, Magic etc etc. Not to mention the crap that came along with the interest in Warhammer 40K (what a scam! I occassionally pop into my local store to see what they are doing, and the prices are even more ludicrous today!) and the various AD&D packs.
Kids have been encouraged to buy tat for decades, this isn't new and it isn't any different than back in my youth.
Besides, what kind of a parent links a credit card to a childs iTunes account? Where are these kids getting $99 to spend on crap?
I think you know how it's different. Chances are that your parents directly supervised you when you bought your cards. Or if you were older and allowed to buy stuff by yourself you did so with an allowance. Either way there was direct control over how much you bought. And if you had raided their wallets to buy more they would almost certainly have noticed the missing money far more quickly. They might also notice the suspicious number of empty game wrappers & stacks of cards floating around the house. They might even have received a call from the local store or the school about the suspiciously about the number of cards you were purchasing. Aside from all that you as a kid bought your cards with hard cash, not smurfberries or some other ethereal point system designed to cause you to disassociate the worth of the item.
The point is that all this human interaction and control needs to have as good a counterpart in the digital world. Parents need to be able to control kids spending and expect reasonable protections to be offered by the system. Responsible kid games and infrastructures should impose spending / credit hard limits as a failsafe and account holders should have tools to further limit spending and receive delivery notifications / reports of spending habits. All transactions should also be conducted in a real currency not "smurfberries" or whatever so the kid themselves has a handle on what they're spending.
I realise that some games and stores may be close to that already. But given that we hear reports of abuses I don't think it would be wrong to issue code of conduct guidelines and possibly changes to the ratings system to ensure games abide by them.