
Video game industry profits from young gamers’ spending – The Mirror
85% of American teenagers play video games and nearly half identify themselves as gamers. But as gaming surges in popularity, many young people remain unaware of how heavily they’re being targeted and exploited.
Just over twenty years ago, video games were seen as only being for little boys. But now, the industry has flourished with different genres, playstyles and audiences of all ages.
“It’s becoming more okay to play video games,” says history teacher and long-time gamer David Radyuk. “It’s not only for a certain type of crowd.”
While the industry has branched out, the popularity of video games is still centered around players, who dominate gaming demographics.
Gaming companies exploit young players through predatory micro-transactions.
The result is repetitive games designed to addict teens and drain their wallets.
In the past buying a game gave full access without extra purchases or downloadable content (DLC).
Now, nearly every game has some sort of catch.
“Pokemon” is a prime example. Originally games were released as standalone titles without extra costs. Starting with “Pokemon Sword and Shield,” Nintendo introduced downloadable content priced at nearly half the cost of the original game. The practice continued with “Scarlet and Violet,” as they furthered their strategy of charging young players more money.
This predatory practice exploits children who don’t yet understand the consequences of spending incrementally more money.
The live service model, championed by companies like Electronic Arts (EA), keeps games endless and expensive. For example, the Sims charges nearly $10 for constant DLC, locking players into repetitive purchases. Young players are especially vulnerable, often unaware of how their spending adds up.
Mobile games are equally predatory, relying heavily on ads and other in-game purchases. T
Games like “Wordscapes” downloaded millions of times, interrupt play with intrusive ads for similar games, trapping players in an endless cycle of downloads and spending. These tactics prioritize profits over the pleasure of playing.
“When they focused on profits, gaming took a backseat and it’s more about making money rather than making a game,” Mr. Radyuk said. As profit became the main goal, gaming quality and enjoyment have suffered.
Support independent creators instead of big corporations. Indie games like “The Closing Shift” and “Balatro” offer creative, immersive experiences without manipulative costs. Mobile games should rarely require spending. Paying just reinforces the greed of developers. Treat these games as brief entertainment — not serious investments.
Play games that interest you, not just the ones that are new and trendy. That’s how to avoid gaming traps.
Don’t waste your money, and don’t let video game companies waste your time.
You are in control of what you play.
Source: Video game industry profits from young gamers’ spending – The Mirror