TL;DR
The "freemium" model is the standard for kids' gaming today. From Roblox to Fortnite, games are often free to download but designed to monetize through social pressure and "limited time" offers. To keep your sanity and your savings: Lock down your device settings first, move away from a "no" to a "not with my money" stance, and use these moments to teach actual financial literacy.
Quick Links for the "Can I Have...?" Requests:
- Roblox (The Robux struggle is real)
- Fortnite (V-Bucks for "drip" and skins)
- Brawl Stars (Gacha mechanics and Gems)
- Minecraft (The Marketplace and Minecoins)
- Pokemon GO (PokeCoins for storage and raids)
In-app purchases (IAPs) are any costs incurred within a game or app after the initial download. In 2026, this is how 90% of the "free" apps your kids use make their money. It’s a transition from the "buy a cartridge for $50" era to the "download for free but pay $2 for a hat every Tuesday" era.
These purchases usually fall into three buckets:
- Consumables: Things you use once (like extra lives or "Gems" in Brawl Stars).
- Non-consumables: Things you keep (like a new level pack or a specific skin in Fortnite).
- Subscriptions: Recurring monthly fees for "VIP" status or premium content (like Roblox Premium).
Learn more about the different types of in-app currency![]()
It’s easy to look at a digital hoodie for an avatar and think, "Why on earth would you spend $10 on that?" But for kids today, their digital presence is just as real as their physical one.
In the world of Roblox, having a "default" skin is the digital equivalent of wearing a "Kick Me" sign. It’s called being a "noob," and in some circles, it’s seen as "low rizz" or even "Ohio" (which, for the uninitiated, basically means weird or cringey).
Beyond the social status, these games use Dark Patterns—design tricks that nudge kids into spending. This includes:
- Artificial Scarcity: "Only 2 hours left to buy this Dragon Skin!"
- Currency Conversion: It’s easier to spend 400 "Gems" than it is to spend $4.99 because the brain doesn't immediately register the digital currency as "real" money.
- Loot Boxes: Essentially digital gambling where you pay for a chance to get a rare item.
Not all spending is created equal. Some games are fair, while others are essentially digital casinos for 8-year-olds.
The Verdict: High risk, high social pressure. Roblox is a platform of millions of games, and many are designed by developers who are experts at squeezing Robux out of kids. Some games are great for teaching entrepreneurship, but most are just "Pay to Win." If your kid is constantly asking for Robux, it’s usually because the game they are playing is literally impossible to enjoy without them.
The Verdict: Purely cosmetic, but culturally massive. To Epic Games' credit, you cannot buy power in Fortnite. A $20 skin doesn't make you shoot better. However, the "Item Shop" rotates daily, creating an intense "Fear Of Missing Out" (FOMO). It’s the digital version of limited-edition sneakers.
The Verdict: Absolute garbage for kids. You've seen the ads where the King is drowning? This game is a masterclass in predatory design. It starts easy and then hits a wall where you basically must pay to continue. It’s "brain rot" in its purest form—no educational value, just a dopamine-loop designed to drain a credit card. Avoid.
The Verdict: Expensive but high-quality. Toca Life World is like a digital dollhouse. You buy "locations" or "furniture packs." While it adds up fast, it encourages creative play rather than competitive "winning." It’s one of the few apps where the IAPs feel like buying a toy set rather than gambling.
Ages 5-8: The "Lockdown" Phase
At this age, kids don't understand that the "Buy" button is connected to the grocery money.
- Action: Password-protect every single purchase. On iOS, use Ask to Buy. It sends a notification to your phone whenever they want to download or buy something.
- Conversation: "This button uses real money that we work for. We don't spend money on games without a plan."
Ages 9-12: The "Allowance" Phase
This is when the social pressure peaks. They want to look cool in Minecraft or Fortnite.
- Action: Give them a set digital budget. Whether it’s $5 a month or earned through chores, let them manage it. Once the Robux are gone, they’re gone.
- Conversation: "I’m not paying for skins, but you can use your birthday money. Just know that once you buy that skin, you can't use that money for a real Lego set."
Ages 13+: The "Financial Literacy" Phase
They are likely managing their own accounts now.
- Action: Discuss the psychology of "freemium" games. Show them how loot boxes are designed like slot machines.
- Conversation: "Why do you think the game is giving you a 'special offer' right after you lost a level? They’re trying to catch you when you’re frustrated."
If you just say "No, that’s stupid," you're dismissing something they care about. Instead, try to understand the value to them.
The "Why" Question: Instead of "Why do you want that?", try: "What does that skin/item let you do in the game that you can't do now?" If the answer is "I'll look cooler," that’s a valid social reason for a middle schooler. If the answer is "I can finally beat level 10," talk about whether the game is actually fun if you have to pay to win.
The "Real World" Comparison: Compare Robux to something they understand. "That $10 pack of gems is the same price as two Crumbl cookies. Which one do you want more?"
Ask our chatbot for scripts on how to talk to your kids about gaming spend![]()
If you're tired of the constant "Mom, can I have...?" requests, point them toward "Premium" games. You pay $5-$10 once, and the game never asks for a dime again.
- Stardew Valley: A farming RPG that is deep, relaxing, and contains zero microtransactions.
- Monument Valley: A stunning puzzle game that is more like interactive art.
- Minecraft (Java Edition): If they play on a PC, they can use "Mods" for free rather than buying things from the Marketplace.
- Apple Arcade: A subscription service that gives you access to hundreds of games with zero in-app purchases. It is the single best way to avoid the "Mom, can I have...?" headache.
In-app purchases aren't going away—they are the engine of the modern internet. Our job isn't to ban them entirely (which is a losing battle), but to pull back the curtain on how they work.
When you lock down the settings, you remove the "accidental $500 spree" risk. When you give them a budget, you turn a frustrating request into a lesson in trade-offs.
Next Steps:
- Check your settings: Ensure Apple Family Sharing or Google Play Family Link is active.
- Audit the apps: Delete the "brain rot" games like Royal Match that are built solely on predatory spending.
- Start a "Digital Allowance": Even $2 a week can change the dynamic from "Can I have?" to "Should I spend my own money on this?"
Check out our guide on setting up parental controls for every device

