The Quest
For the kid
Two different things take money off teenagers online, and they need different defences.
One: the design
Free games are not charities. If the game costs nothing, the money comes from a small number of players spending a lot, and the game is built to turn you into one of them.
| Mechanic | How it works |
|---|---|
| In-game currency | You buy gems, then spend gems. Two steps, so you never see the dollar price |
| Bundles that do not divide | The thing costs 120 gems; gems come in 100s and 500s. Spare gems stop feeling like money |
| The countdown | "Offer ends in 4:59." The timer is there to stop you thinking |
| Loot boxes | You pay for a chance. Slot-machine odds, with the near-miss designed in |
| The social squeeze | Everybody else has the skin. Also not an accident |
Spending does not make you a fool. It makes you the person a professional team is aiming at.
Two: the scams
Outright theft, aimed at younger players as easier targets:
- "Free V-Bucks / free Robux / free skins" — never real. Always takes your account.
- The fake middleman trade. "Send me yours first, I'll send both back."
- The account phish. A login page that looks right, one letter wrong in the address.
- The friend who is not your friend. A hacked account messaging you under a name you trust.
- The "giveaway" that needs a small fee to release your prize.
One rule covers most of it: nobody legitimate ever needs your password, your one-time code, or a payment to give you something free.
Your mission
Take one game and work out its real cost. Open your purchase history, add up six months, divide by six. Convert it into hours worked, or weeks of allowance.