Instead of toys or cash, children are wishing for in-game currency under the tree this holiday season
Briefly

Instead of toys or cash, children are wishing for in-game currency under the tree this holiday season
"As gaming platforms Roblox and Fortnite have exploded in popularity with Gen Alpha, it's no surprise that more than half of children in the U.S. are putting video games high on their holiday wish lists. Entertainment Software Association (ESA) surveyed 700 children between the ages of 5 and 17 and found three in five kids are asking for video games this holiday season. However, the most highly requested gift isn't a console or even a specific game: It's in-game currency."
"A study published by Circana this year revealed only 4% of video game players in the U.S. buy a new game more often than once per month, with a third of players not buying any games at all. Behind this shift is the immense popularity of live service games such as Fortnite and those offered on the Roblox platform. Both are free to play, which means the app has to generate money in other ways."
"Much of Roblox's $3.6 billion revenue in 2024 was made via in-game microtransactions, particularly through purchases of its virtual currency Robux. Here, $5 will get you 400 Robux to spend in the game on emotes, character models, and skins, among other items. Players can also earn currency just by playing, but as with any free-to-play game, the process of earning in-game points will be slow and tedious compared to purchasing them outright."
More than half of U.S. children aged 5–17 are requesting video games for the holidays, with 43% specifically asking for in-game currency. An ESA survey of 700 children found three in five kids want video games, while consoles were requested by 39% and accessories and physical games by 37% each. A Circana study found only 4% of U.S. players buy new games more than once per month and one-third buy none, driven by the popularity of live-service free-to-play titles. Roblox monetizes through microtransactions and Robux purchases, and about half of parents report gambling-like mechanics such as mystery or loot boxes. The average parent plans to spend $737 on game-related gifts.
Read at Fast Company
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