The Hidden Costs of Virtual Game “Blind Boxes”

An emerging problem has been identified among minor gamers who are enticed to spend large amounts of money on “blind boxes” within popular online games like “Egg Party”. Despite systems in place to prevent addiction and restrict playtime for underage players, the issue of unauthorized in-game purchases by minors remains prevalent.

Young gamers, fascinated by the chance to win exclusive game skins, are spending hundreds. For example, an 8-year-old named YouYou and an 11-year-old named YangYang spent 320 and 600 yuan respectively for randomized virtual items in “Egg Party.” These “blind boxes” contain character skins, which are cosmetic enhancements that have no impact on gameplay but are valued for their rarity and appearance.

Flawed verification systems allow minors to bypass real-name registration requirements within app stores. If a phone is tied to an adult’s account with pre-approved payment methods, purchases can occur without direct consent, leading to significant financial losses. Complaints from parents about their kids’ spending in “Egg Party” have been frequent on social platforms.

In some cases, the game platform’s customer service, heavily reliant on automated systems, makes it challenging for parents to request refunds. High demands such as providing videos of minors making the purchases create unreasonable barriers, resulting in varying refund percentages offered to complainants. Despite legal guidelines supporting refunds for uninformed purchases by minors, the refund process is daunting and complex for many.

To address these concerns, game companies have been introducing measures like spending caps and reinforcing facial recognition checks to verify unusual transactions and limit underage spending, creating a more secure online environment.

As the topic focuses on the hidden costs of virtual game “blind boxes,” it’s important to delve deeper into various facets of this digital gaming phenomenon:

Key Challenges and Controversies associated with blind box purchases in virtual games:
Exploitation: Blind boxes can lead to an exploitative gambling-like behavior, especially among minors who might not comprehend the value of money or the mechanics of chance.
Ethical concerns: There is an ongoing debate whether it’s ethical for games targeted towards children to include these types of monetization mechanisms.
Legal regulation: Different countries have varying degrees of regulatory measures to protect children online, and there is a need for a global consensus to address these issues effectively.
Addiction: The randomness and the anticipation of winning rare items can lead to addictive behaviors, promoting continuous spending.

Advantages and Disadvantages of blind box sales in virtual games:
Advantages:
– They can create a sense of excitement and unpredictability, which may enhance the gaming experience for some players.
– For game developers, this model represents a lucrative source of revenue beyond initial game sales or advertising.
Disadvantages:
– They may lead to significant financial losses for individuals, particularly those who are vulnerable or underage.
– The presence of blind boxes may encourage gambling-like behavior, which can have psychological impacts.

Relevant facts that are not mentioned in the article but could be significant:
Consumer Protection: Many consumer protection advocates are calling for stronger regulations to prevent minors from making unauthorized purchases.
Parental Controls: Not all games have the same level of parental controls, and even with those in place, savvy kids may find ways around them.
Game Ratings: The content rating of a video game might not always reflect the potential for incurring additional costs through in-game purchases.

For further information on the gaming industry and its practices related to virtual sales, you can visit the Entertainment Software Rating Board (ESRB) at ESRB or the International Age Rating Coalition (IARC) at IARC. These organizations provide game ratings and information on in-game purchase systems, which can be helpful for consumers to understand the content and mechanisms within the games they or their children play.