What can the child do without paying?
Look at the official store description and try the intended mode. Ask whether the activity your child wants is included or only shown in promotional footage. A free opening area may lead to optional expansions, extra characters, or other paid items. Do not assume that every offer is necessary, and do not promise that none will matter before you understand the game. The relevant question is whether the available free activity meets the purpose of the request.
In a Danish survey of gamers aged 12 to 17, 40.7% obtained a loot box in a year, with or without paying.
What happens between rounds?
Notice how the game presents offers, advertisements, waiting periods, or prompts to invite friends. These features affect the experience even if no money changes hands. If your child spends more time dismissing offers than playing, discuss whether that tradeoff still feels worthwhile. Check whether an advertisement or promotion leads outside the game. Installation permission does not need to include permission to follow every external link or sign up for another service.
What is our spending agreement?
Set the rule before a purchase prompt appears during an exciting moment. Use available adult purchase controls and verify them on the correct account. Explain whether requests are considered at a separate time, whether there is a household budget, or whether this game will remain purchase-free. Avoid blaming the child for asking about an offer designed to be appealing. If the free experience does not fit, choosing another game may be simpler than repeatedly negotiating the same restriction.
Common questions
What is this guide’s main recommendation?
Check what the free version includes, what prompts appear during play, and whether purchases or advertisements affect the activity your child wants. Decide on spending separately from installation. A game can be enjoyable without purchases, but that needs to be judged from the actual version and play mode.
What should a caregiver do first?
Inspect the free experience itself.
Sources and further reading
- Loot box engagement: A scoping review of primary studies on prevalence and association with problematic gaming and gambling
Figure checked October 4, 2026. Reports a Danish survey of gamers aged 12 to 17 (n=995).