Kidscreen - engaging the global children's entertainment industry
  • Home
  • Events
  • Magazine
  • Community
Get the Newsletter
  • TV
  • Consumer Products
  • iKids
  • Kid Insight
  • People Moves
  • Resources
  • Blogs
  • Twitter
  • Facebook
  • Photos
  • Blogs
  • View all Careers
  • Post a Job
  • Subscribe
  • Kidscreen Summit
  • iKids
  • Asian Animation Summit
  • Photos
  • Connect Screening Suite
  • Connect Contact Directory
  • Screening Room
  • Pitch Guide
  • Global 100

Parents vs In-App Purchases

April 9, 2012 by Carla Engelbrecht Fisher, Ed.D
Tweet  

CarlaBlognew2

Upgrade now to play the next level of Super Awesome Rainbows of Happiness Game! Just 99 cents!

Your prized cows are escaping! Buy more fences! Just 99 cents!

Limited edition expansion pack! Just 99 cents!

In-app purchases are all over the place, including children’s apps featuring well known brands. Highlights for Children Hidden Pictures. Sesame Workshop’s Elmo Calls. Disney Spotlight Karaoke. It’s often referred to as the freemium model of game design – get the base app for free (or dirt cheap) then buy expansion packs and add-ons for cost within the app.

Over the past few weeks of conferences, I’ve heard quite a few complaints from parents about children easily making in-app purchases and spending lots of money without the parent knowing. Several have requested I start including a guideline in my talks that tells developers not to do in-app purchases. I’ve also heard quite a few questions from developers wondering if I have suggestions on how to deal with parents’ anger over in-app purchases.

So, in response to parents and developers, here’s what I think. As a warning, please prepare yourself, because I’m about to say something that is not in-line with my generally altruistic, child-friendly design principles.

Ready?

I’m OK with in-app purchases because they’re a reality in the economy of surviving as an app developer

BUT

developers need to implement in-app purchases responsibly. Kids should not be able to make purchases if the parents don’t want them to.

Several of the people I’ve worked with in the past may have just hit the floor. Because I’ve argued vehemently against this in the past. Seriously. I’ve totally played the “I’m an artist!” card and declared that they’re destroying the integrity of my designs by insisting that they must also make money on the game. Didn’t know I could be such a prima dona, huh?

What happened to change my mind? I learned more about the economics of apps, for one. It’s really hard to make back your money, so every bit helps. It is a business after all. But I also realized that for many, many apps, it makes far more sense to organize content as a series of in-app purchases, like expansion packs. Who wants to have forty different Hidden Pictures apps on their iPad when it can all be neatly packaged and organized in one app? It’s just better design in many cases. What if your eBooks were all individual books on your iPhone menu screens. Cluttered and impossible to navigate, right?

DON’T TRICK KIDS!

So despite this realization that in-app purchases are not the worst thing in the world, let me say for the record that I’m fully against the idea of tricking kids into buying stuff. That’s just dumb and bad design. (A blog post a few weeks ago by Rian van der Merwe gets at this, too.)

So don’t do sneaky, dirty, underhanded tricks that will lead to a child (or anyone) accidentally making purchases they don’t want. And don’t put giant SELL buttons on the child-facing screens. I’m looking at you, Monster Meter. I love you lots for your whimsy and humor, but the “More Apps” button is out of line.

Put In-App Purchases Behind a Gate

So compromise. Put the in-app purchases behind a gate that only a parent can navigate. Yes, dear developer, you will likely lose some purchases because you implemented a road block. But you’ll also gain lots of popularity points from parents who are clamoring for content, especially content that doesn’t ding your credit card.

The Elmo Calls app does this really nicely. You have to tap a button to activate it and then a slide bar appears to open the parents control areas.

Or you can have them enter a password. Or do something that no child could possibly do, like touch all four corners simultaneously or algebra. (Play Funky Fingers for inspiration.)

The point is that a little hurdle is all it takes. Then the developers still have a shot at recovering their costs and the parents can rest easy that those little preschool hands are prevented from purchasing yet another cowgirl clothing expansion pack for the digital monkey pet…

We’re heading to Sandbox Summit soon, so if you’re in Boston and want to meet up, give us a yell. Or give us a yell just because at kidsGotGame@nocrusts.com

Photo (c) GoodNCrazy

Related Articles
  • An App's Development Secrets Revealed, Part 1» An App's Development Secrets Revealed, Part 1
  • App Pricing Strategies: Are you worth more than alt=» App Pricing Strategies: Are you worth more than $0.99?
  • App Store Mysteries Uncovered: A Winning Formula for Writing App Store Descriptions   » App Store Mysteries Uncovered: A Winning Formula for Writing App Store Descriptions
  • Preparing to Launch a Game: The Endless To-Do List» Preparing to Launch a Game: The Endless To-Do List
  • For Grown-Ups Only: 17 Child Un-Friendly Games That You Should Play» For Grown-Ups Only: 17 Child Un-Friendly Games That You Should Play
  • Anonymous

    I think this is good advice, but I’m wondering why this is such a problem.  Whenever I do an in-app purchase, I am always prompted for my iTunes account password.  Always.  I have never changed this setting, and don’t even know how to, so I suspect it is default behavior.

    Is the problem that parents are so careless that they give their kids their passwords, or are they deliberately disabling password verification on in-app purchases?

    Furthermore, parents can disable, or passcode-protect in-app purchases, adding another layer of protection.  Is it our responsibility, as developers, to shield parents from their own negligence by burdening our apps with an onerous process?  (Answer:  probably yes)

  • lindaliz

    Yes, we can do things to make sure parents aren’t surprised when their credit card bill comes along. But the underlying issue is: What are we teaching our kids? You can get ahead by buying your way, not earning it?

  • TM Blum

    Great read. Managing in app purchases can indeed be difficult – even with Apple’s security changes.

    We are developing a solution: a safe, easy-to-use wish list for virtual goods, providing parents and grandparents a way to connect with young gamers. (giftinghq .com)

    Players of mobile/tablet games can add in-game items they want to a list. Family members can gift the selected goods as a way to celebrate, reward good behavior, or simply say “you’re awesome”.

    We are in the early stages of our development.

The definitive kids ent resource.
Over 5,000 company listings!
  • Popular
  • Recent
  • Featured
  • Minions2 McDonald’s, General Mills among Despicable Me 2 marketing minions
  • Shimmer Nick brings new preschool series Shimmer and Shine to light
  • Shrek Netflix commits to more than 300 hours of DreamWorks original content
  • Skel_40inX36in (2)[2] eOne snaps up licensing agency Art Impressions
  • Mooshka Tots Doll Asst MGA Entertainment launches Mooshka
  • emmy-award-statuette2 Sesame Street leads Children’s Emmy Awards

Photos

MIPCOM 2012

MIPCOM 2012 - Toon Goggles MD Stephen Hodge offers insights into new digital funding

Copyright © 1996-2013 Brunico Communications Ltd. All Rights Reserved.       About Kidscreen | Privacy | Contact | Advertising | Feedback | Subscribe
® Kidscreen is a registered trademark of Brunico Communications Ltd. Use of this website is subject to Terms of Use. View our Privacy Policy.