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Chebucto Regional Softball Club

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  3. Nearly half of US kids want in-game currency this Christmas
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Nearly half of US kids want in-game currency this Christmas

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  • ? Guest
    With the power of math you don’t have to. I’m a data analyst by trade so I take offence to this question every time. https://en.wikipedia.org/wiki/Sample_size_determination
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    Guest
    wrote last edited by
    #98
    Yeah… the _Entertainment Software Association_ polled kids. Doesn’t say what kids, or where. We have long since known that polling can easily give you the answers you want. Also, I’m not going to argue about this.
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    • ? Guest
      Yeah… the _Entertainment Software Association_ polled kids. Doesn’t say what kids, or where. We have long since known that polling can easily give you the answers you want. Also, I’m not going to argue about this.
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      wrote last edited by
      #99
      https://en.wikipedia.org/wiki/Stratified_sampling
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      • ? Guest
        https://en.wikipedia.org/wiki/Stratified_sampling
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        wrote last edited by
        #100
        Neat! We still have no idea what kids were polled, and where they’re from. What we do know is that those that polled them has reason for a bias.
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        • ? Guest
          Neat! We still have no idea what kids were polled, and where they’re from. What we do know is that those that polled them has reason for a bias.
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          wrote last edited by
          #101
          > YouGov and ESA conducted a 5-minute online survey in the U.S. from September 26-30, 2025 among 1,912 respondents ages 5-65 recruited from YouGov’s proprietary online panel. Data is weighted to be representative of the overall U.S. population in terms of age, gender, ethnicity, education and census region. Respondents ages 5 to 17 were asked to complete the survey under the supervision of a parent.
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          • ? Guest
            > YouGov and ESA conducted a 5-minute online survey in the U.S. from September 26-30, 2025 among 1,912 respondents ages 5-65 recruited from YouGov’s proprietary online panel. Data is weighted to be representative of the overall U.S. population in terms of age, gender, ethnicity, education and census region. Respondents ages 5 to 17 were asked to complete the survey under the supervision of a parent.
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            wrote last edited by
            #102
            The ESA represents the profitability of gaming. I wouldn’t believe a single thing they polled, regardless of who they used to do it. Polls are rarely unbiased, sooo….. We will have to agree to disagree
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            • ? Guest
              No different than buying a game if they get the same amount of playtime.
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              wrote last edited by
              #103
              I think it's a little different. With new games comes novelty. Sticking with a single game and just buying cosmetics doesn't provide nearly as much novelty. I don't think this is a children only issue either. Its a trap adults fall into as well.
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              • ? Guest
                I think it's a little different. With new games comes novelty. Sticking with a single game and just buying cosmetics doesn't provide nearly as much novelty. I don't think this is a children only issue either. Its a trap adults fall into as well.
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                wrote last edited by
                #104
                And why does this "novelty" matter if what they spent money on got them the same amount of fun?
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                • ? Guest
                  And why does this "novelty" matter if what they spent money on got them the same amount of fun?
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                  wrote last edited by
                  #105
                  Not sure why novelty is in quotes, it's a quantifiable measurement based on differences. Anyway, novelty has shown to have a wide range of mental benefits. [This](https://seattleanxiety.com/psychiatrist/2022/7/21/novelty) is a pretty good overview, and if you want to dig into specific papers they're listed as well. Even if you want to ignore any potential benefits of novelty, generally when you have a new experience for the first time, you will have more fun that you typically do. The downside is some new experiences may not be fun, but that's very low risk in the context of gaming.
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                  • ? Guest
                    Not sure why novelty is in quotes, it's a quantifiable measurement based on differences. Anyway, novelty has shown to have a wide range of mental benefits. [This](https://seattleanxiety.com/psychiatrist/2022/7/21/novelty) is a pretty good overview, and if you want to dig into specific papers they're listed as well. Even if you want to ignore any potential benefits of novelty, generally when you have a new experience for the first time, you will have more fun that you typically do. The downside is some new experiences may not be fun, but that's very low risk in the context of gaming.
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                    wrote last edited by
                    #106
                    Currencies often unlock completely new content and the fact that you might not like a new game could cancel out the potential to have a slightly better time. Ultimately, how you spend gaming money is up to you.
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                    • ? Guest
                      Currencies often unlock completely new content and the fact that you might not like a new game could cancel out the potential to have a slightly better time. Ultimately, how you spend gaming money is up to you.
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                      wrote last edited by
                      #107
                      I would say the vast majority of micro transactions are cosmetic or time unlocking. Not adding much novelty. Also the context of this post is about gifting kids on Christmas, so no, not necessarily "up to you". I guess there's an argument to just give kids whatever they want, but I don't think think that leads to the best development outcomes. You can't force kids to do anything either, but there does exist a middle ground.
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