Who really pays? How children spend money in games
Most children who buy things in games have someone else pay, usually through a parent's card, and the payer usually knows. Surveys from the UK, Europe, Brazil, Australia and the US show who spends, how the money moves, how much is normal, and where the real risk sits.
At a glance
- 53%of UK 8–17s who play games spent money while gaming in the past monthOfcom 2025
- 62%of UK child purchasers had someone else payOfcom 2025
- 80%of UK children whose purchases someone else paid for said that person knew about all of themOfcom 2025
- 61%of Austrian pupils' game spending came from the top tenth of purchasersMeschik et al. 2026
A game can be free to download and still turn up in the family budget: an outfit, a season pass, a bundle of gems, one more chance at a rare character. The question most parents actually have is simple. Is this normal, and how much of it is coming out of my pocket?
The research gives a clearer answer than the headlines suggest. In the UK, about half of children who play games spent some money on them in the past month. Six in ten of those who bought something had somebody else pay — a parent, family member or friend — and the route named most often was a parent's card. Four times out of five, the person paying knew about every purchase. Most children spend small amounts. A small group spends a great deal, and wherever surveys split the figures, boys spend more than girls. That pattern, rather than a single scary number, is what the evidence supports.
Who spends, and who pays
Ofcom's 2025 survey of 2,205 UK children and their parents is the most detailed recent source. Among 8–17-year-olds who had played games in the previous month, 53% said they had spent money while gaming, a definition that includes console stores and subscriptions as well as purchases inside a game. Boys spent more often than girls at every age (61% against 45% overall); the peak was boys aged 13 to 15, two-thirds of whom had spent something. Ofcom, quantitative report
Figure 1
Who spends while gaming?
Share of UK 8–17-year-olds who played games in the last month and spent money while gaming, by age band and sex. Children's own answers.
Who was asked 2,084 children aged 8–17 who gamed in the last month
| Age | Boys | Girls | Note |
|---|---|---|---|
| 8–9 | 56% | 42% | Base: 208 boys, 197 girls (unweighted). |
| 10–12 | 60% | 46% | Base: 323 boys, 315 girls (unweighted). |
| 13–15 | 67% | 49% | Base: 315 boys, 309 girls (unweighted). |
| 16–17 | 59% | 38% | Base: 216 boys, 227 girls (unweighted). |
| All 8–17 | 61% | 45% | Base: 1,065 boys, 1,019 girls (unweighted). Overall: 53%. |
The more useful question is how the money moved. Asked how they paid for their most recent purchase, and allowed more than one answer, 39% of child purchasers said a parent's card with the details typed in, by the parent or by the child, and 19% said a parent's card already saved on the device. Their own debit or prepaid card came next: 24% typed in their own details and 13% had their own card saved. One in five used a gift card or voucher. Because children could tick several routes, the shares cannot be added up; what can be said is that 62% of purchasers had someone else buy for them, and that a parent's card is the single most common route by a wide margin. Parents, asked how their child pays for online purchases generally, agree: 44% named their own or their partner's card, and 30% the child's own debit card. Ofcom, questions G6 and P2
Did the person paying know? Among children whose purchases were paid for by someone else, 80% said that person knew about all of them, 17% said they knew about some, and 2% said they did not know at all. That is a measure of awareness, not permission: the question asked whether the payer knew, and a parent who knows afterwards has not necessarily agreed beforehand. Ofcom, question G6b A separate school survey in Great Britain adds a sharper detail: among 11–17-year-olds who had paid for in-game items, 36% had at some point used money from someone else's bank account. Gambling Commission, 2024
Figure 3
Did the person paying know?
UK children whose purchases in the last month were paid for by a parent, family member, friend or someone else, asked: “Did that person know about the purchases?”
Who was asked Children whose purchases someone else paid for: 663 for gaming, 411 for social media
| Purchases | Knew about all of them | Knew about some | Did not know | Note |
|---|---|---|---|---|
| Gaming purchases | 80% | 17% | 2% | Base: 663 children (unweighted). 1% said “don't know”. |
| Social-media purchases | 77% | 19% | 3% | Base: 411 children (unweighted). 1% said “don't know”. |
Australia's government survey asks the permission question directly, of parents. In 2025, 20% of children aged 0–17 had made a purchase in a game in the past year, unchanged from 2024. Among those children's parents, 64% said the purchases were authorised, 8% said the child had standing permission, 13% said the child used their own money, and 15% said at least some purchases were unauthorised (17% a year earlier, though a new answer option makes the comparison indicative only). Authorised purchases were least common for the under-8s, at 46%, and own-money purchases were most common among 16–17-year-olds. Television & Media Survey 2025, pp. 150–152
What they buy
The most common purchase is not an item at all but a currency. Among UK children who bought something while gaming, 40% had bought in-game money, 27% a subscription, 26% skins or outfits, 22% a new character, 18% a battle pass and 13% loot boxes or packs. Australian parents report the same order: in-game currency for 63% of purchasing children, cosmetic items 36%, battle or raid passes 27%, unlockable content 24% and loot boxes 17%. Ofcom Australia
Currency first matters because the currency is where the price gets blurry. Ofcom's qualitative work with 105 children found that younger players could confidently say what an item cost in gems or coins but struggled to say what that was in pounds, and that bundle sizes "rarely aligned with the purchase of a single item". Ofcom, persuasive design, p. 21 A real example, with prices as shown in Roblox's European store on 21 October 2026: an item priced at 250 Robux cannot be bought with the €3.49 bundle of 240, so a child starting from zero buys the €5.99 bundle of 400 and is left holding 150 Robux that only another purchase can top up. At the bundle's own rate the item is worth about €3.74; the cash that left the account was €5.99. Roblox store
Worked example
What a 250-Robux item really costs
A child starting with no Robux wants an item priced at 250. Prices as shown in Roblox's European store on 21 October 2026.
- The item
- 250 Robux
- Smallest bundle: 240 Robux for €3.49
- not enough
- Next bundle: 400 Robux
- €5.99
- Robux left over after buying the item
- 150 Robux
- The item's worth at that bundle's rate
- about €3.74
Cash that left the account€5.99
How much, and how unevenly
Most children who spend do not spend much. In the UK survey, roughly a third of purchasers estimated they had spent between £1 and £10 in the previous month, roughly a third between £11 and £25, and 35% £26 or more. These are children's own estimates, not bank statements. Ofcom, question G5 In Germany, about half of 12–19-year-olds who play games spend nothing on them in a typical month and a fifth spend €1–10; the average works out at around €7 a month, €9.40 for boys and €4 for girls. JIM-Studie 2025 Across France, Germany, Italy, Spain and the UK, a survey of parents by Ipsos for the industry body Video Games Europe found that 76% of parents of child gamers say their child spends nothing at all, and of those whose child does spend, 73% put it at €1–20 a month. Video Games Europe / Ipsos, 2024
The average hides the shape. A study of 2,308 Austrian pupils aged 10–19, published in 2026 with data gathered by 2024, found that 35% had bought something in a game in the past year and that their spending averaged €170 for the year. But the highest-spending tenth of those purchasers, 85 pupils who had spent between €400 and €12,000, accounted for 61% of all the money (an earlier, less cleaned cut of the same data put it at 73%). The study's measure of inequality, a Gini coefficient of 0.85, is far above that of any national income distribution. Meschik and colleagues, 2026 University of Graz, 2024
Figure 4
A small group does most of the spending
Austrian pupils aged 10–19 who bought something in a game in the past year: the highest-spending tenth of purchasers and everyone else, compared on headcount and on money.
Who was asked 2,308 pupils in Austrian schools; 818 had bought something in a game in the past 12 months
| Measure | Highest-spending tenth of purchasers | All other purchasers | Note |
|---|---|---|---|
| Share of purchasers | 10.4% | 89.6% | 85 of 818 purchasers spent €400–€12,000 in the year. |
| Share of all money spent | 61.4% | 38.6% | Of €138,953 reported in total. |
For a parent, this is the most practical finding in the research. The useful question is not whether your child's spending matches an average, but which group they are in: the many who spend a few pounds or euros a month on things they understand, or the few for whom spending has become large, frequent and hard to explain.
The same question in other countries
The tiles below sit side by side rather than in order because each survey measures something slightly different. Brazil's national household survey found 21% of internet users aged 11–17 had ever spent real money in online games (17% a year earlier, an indicative change), with a steep social gradient: 41% in socioeconomic classes AB against 19% in classes DE. TIC Kids Online Brasil 2025 In Norway, 63% of 9–18-year-olds who play had ever bought something with real money in a game. Medietilsynet, 2022 In Sweden (fieldwork 2022), about 60% of 9–12-year-old players sometimes buy things in games, falling to just over 40% by 17–18. Ungar & medier 2023 In the United States, 54% of parents say they have bought in-game content for their children, and 93% of those parents say purchases need their approval; the survey is run by the games industry's trade body and measures the rules parents report, not whether every purchase followed them. ESA / YouGov, 2026
Figure 5
Same question, different answers
Seven recent surveys each put a number on children's spending in games. They ask different people about different time spans, so the tiles are not a league table. Read the small print on each.
How to read Each tile has its own population; not for ranking
| Where | Figure | Of whom | What was asked | Who answered | Survey | Details |
|---|---|---|---|---|---|---|
| United Kingdom | 53% | of 8–17-year-olds who played games in the last month | spent money while gaming in the last month | Children | Ofcom, 2025 | March 2025; 2,084 gamers. Includes console stores and subscriptions. |
| Norway | 63% | of 9–18-year-olds who play games | have ever bought something with real money in a game | Children | Medietilsynet, 2022 | March–May 2022; about 3,200 pupils in 78 schools. |
| Austria | 35% | of school pupils aged 10–19 | bought something in a game in the past 12 months | Children | Meschik et al., 2026 | 2,308 pupils; anonymous online survey in class. |
| Brazil | 21% | of internet users aged 11–17 | have ever spent real money in online games | Children | TIC Kids Online Brasil, 2025 | March–August 2025; 2,370 children; face-to-face. 2024: 17%. |
| Australia | 20% | of children aged 0–17 | made a purchase in a game in the past year | Parents | Television & Media Survey, 2025 | Sept–Oct 2025; 2,097 parents. Unchanged from 2024. |
| United States | 54% | of parents of children who play | have bought in-game content for their children | Parents | ESA / YouGov, 2026 | February 2026; online panel. Run by the industry's trade body. |
| France, Germany, Italy, Spain, UK | 18% | of parents of children who play games | say their child spends money in games | Parents | Video Games Europe / Ipsos, 2024 | Feb–Apr 2024; 2,772 parents. Industry body. 76% say the child spends nothing. |
One thing is consistent in every survey that reports it: boys spend more than girls. The gap is 61% to 45% in the UK, 57% to 35% in Great Britain's school survey, 31% to 12% in Brazil, 60% to 20% for buying known items in Norway and 36% to 6% for loot boxes, and 59% to 21% in Austria, where three-quarters of all purchasers were boys. Ofcom Gambling Commission TIC Kids Medietilsynet University of Graz Meschik and colleagues
Figure 6
Boys spend more, everywhere it is measured
Share of boys and girls who spend money in games, in five recent surveys. Each row keeps its own population and question: compare the gap within a row, not the levels between rows.
How to read Read across each row: same survey, same question
| Survey | Detail | Boys | Girls | Note |
|---|---|---|---|---|
| United Kingdom | Spent money while gaming, last month · 8–17s who game | 61% | 45% | Ofcom, 2025. Child-reported; March 2025. |
| Great Britain | Have paid for in-game items or mods · 11–17s | 57% | 35% | Gambling Commission, 2024. School survey; “paid” includes virtual currency. |
| Brazil | Have ever spent real money in online games · 11–17s online | 31% | 12% | TIC Kids Online Brasil, 2025. Face-to-face probability survey. |
| Norway | Have bought known items with real money · 9–18s who play | 60% | 20% | Medietilsynet, 2022. About 3,200 pupils. |
| Norway | Have bought loot boxes or surprise items · 9–18s who play | 36% | 6% | Medietilsynet, 2022. About 3,200 pupils. |
| Austria | Bought something in a game in the past year · pupils 10–19 | 59% | 21% | University of Graz, 2024, before data cleaning. In the cleaned 2026 paper, three-quarters of purchasers were boys. |
What a purchase means to a child
A parent sees a picture on a screen. A child may see a way to join in. Norwegian researchers who played alongside 19 children aged 10–15 found that avatar clothing carried status and belonging, and that some children felt pressure about what their characters wore. SIFO report OsloMet's account That is why "what do you like about it?" is a better opening than "it's just pixels". Children are also franker about their own spending than parents might expect: among UK purchasers, 72% thought their purchases were good value, but 42% agreed that it is not always clear what they will get for their money, 41% said they often spend more than they should, and 32% often regret a purchase. Ofcom
Türkiye: a lot of play, no spending data, and a new law
Three-quarters of Turkish children aged 6–15 play digital games (83% of boys, 65% of girls), but there is no official or academic Turkish figure for how many buy things inside games, how much they spend or whether parents approve; the statistics office's next children's survey is due in October 2026. TÜİK, 2024 What Türkiye does have, as of this autumn, is a law. Law No. 7578, published on 1 May 2026, adds game platforms to the internet law and requires them to offer parental-control tools that let paid transactions, "satın alma, kiralama ve ücretli üyelik gibi ücrete dayalı işlemler", be made subject to a parent's permission or approval. Platforms may not offer games that have not been age-rated. These provisions take effect on 1 November 2026, although the rating rules themselves had not been published when this article was researched. Law 7578, Articles 21–23 and 27
What to do before the next purchase
None of this is a reason to ban purchases. It is a reason to make each one understandable before the money leaves the account. The suggestions below are drawn from the surveys, consumer guidance and platform documentation cited here; none has been tested as an intervention.
Start with the full cash cost.
Ask what the item costs in game currency, what the smallest bundle that covers it costs in real money, and what will be left over. A child comparing an 800-gem outfit with a €10 allowance needs the second number, not the first.
Agree the budget before the shop opens.
Decide whether purchases come from pocket money, a gift balance or a family entertainment budget, and what happens when it runs out. Australia's eSafety Commissioner recommends agreeing spending rules and using the available limits and controls. eSafety
Check the actual payment route, not just the parental controls.
A parent's card is the most commonly named route in the UK data, and in about one in five cases it was already saved on the device. Purchase blocking and purchase approval are separate features with separate exceptions on Apple devices, Google Play's approvals cover only Google Play billing, and Roblox's monthly limits do not cover gift-card redemptions or spending through Xbox, so each platform your child uses needs its own look. Apple Ask to Buy Google Roblox
Give a non-essential purchase time.
Ofcom's interviews found children feel the pull of limited-time offers. A disappearing offer can be allowed to disappear; "save it and decide tomorrow" is a reasonable family rule, though no study has tested a particular waiting period.
Make mistakes discussable.
Ask what was bought, what the child expected and how it was paid, and use the platform's refund process for an unintended charge without promising a refund will be granted. Talking about money is associated with better money skills more broadly: 15-year-olds who discuss their own spending decisions with parents weekly or monthly score higher in financial literacy than those who never do, an association the OECD is careful not to call a cause. OECD, PISA 2022
Four questions cover most situations: what will you get, what does it cost in real money, which budget pays, and what will be left afterwards?
About this research
This article is an editorial review of public surveys, official records and platform documentation, checked against the originals on 21 October 2026; each source's fieldwork period, sample and limitations are in the research record. It does not estimate children's spending on non-game apps, gambling services, hardware or merchandise, and it does not evaluate the effectiveness of Earnwick or any other financial-education product.
Sources
Every figure was checked against these originals on 21 October 2026. Links open the source itself.
- Ofcom, Children's online spending and potential financial harm: quantitative research (June 2025) ofcom.org.uk
- Gambling Commission, Young People and Gambling 2024: methods of paying for in-game items gamblingcommission.gov.uk
- Australian Government, Television & Media Survey 2025: summary report infrastructure.gov.au
- Ofcom, Persuasive design features and potential child financial harms (June 2025) ofcom.org.uk
- Roblox, Robux purchase page, EU prices (read 21 October 2026) roblox.com
- mpfs, JIM-Studie 2025: Jugend, Information, Medien (Germany) mpfs.de
- Video Games Europe and Ipsos, In-game spending by children and parental supervision (2024) videogameseurope.eu
- Meschik, Hammer, Malischnig, Wächter & Griffiths, Heavy spenders in digital games, Frontiers in Public Health (2026) frontiersin.org
- University of Graz, Insert Coin to Continue: research report (2024) konsument.at
- Cetic.br, TIC Kids Online Brasil 2025, indicator F5 cetic.br
- Medietilsynet, Barn og medier 2022: gaming report (Norway) medietilsynet.no
- Statens medieråd (now Mediemyndigheten), Ungar & medier 2023 (Sweden) mediemyndigheten.se
- Entertainment Software Association, 2026 Essential Facts about the US video game industry theesa.com
- Gambling Commission, Young People and Gambling 2024: paying for and betting with in-game items gamblingcommission.gov.uk
- Reich and Steinnes, SIFO report 13-2023 (OsloMet) hdl.handle.net
- OsloMet, Buying popularity: how children are influenced by in-game spending (January 2025) oslomet.no
- TÜİK, Survey on information and communication technology usage by children, 2024 (bulletin) veriportali.tuik.gov.tr
- Grand National Assembly of Türkiye, Law No. 7578 (Official Gazette, 1 May 2026) cdn.tbmm.gov.tr
- eSafety Commissioner (Australia), How to manage money in games esafety.gov.au
- Apple Support, Prevent purchases with Screen Time support.apple.com
- Apple Support, Approve what kids buy with Ask to Buy support.apple.com
- Google Play Help, Purchase approvals for family members support.google.com
- Roblox Help, Monthly spending limits en.help.roblox.com
- OECD, PISA 2022 Results (Volume IV): How Financially Smart Are Students? (June 2024) oecd.org
From the makers of Earnwick
A money game where every price is also work time.
Earnwick is a money game for kids aged 9+ on iPhone and iPad. No ads, no coin packs, no tracking. This research is independent of the game: none of the studies here tested Earnwick.