Good things to find. Important things to know. Always free.
Family Media Guides · Parents’ guide

Managing in-game spending: a clear family budget

Translate virtual currency into real money, spot random-item purchases, set platform approvals and plan a budget that covers gifts and subscriptions.

Purchase features need a separate decision from a game’s age rating; Australian chance-based purchases and simulated gambling have specific classifications.

In this guide
The quick take

Set a real-money budget before buying virtual currency, require approval on every relevant store and treat random-item purchases separately from known items. Review gift cards, subscriptions and stored balances as part of the same family plan.

The positives

  • A modest allowance can give children practice in choosing, waiting and tracking money.
  • Purchase approvals create time to compare the item with other uses of the budget.
  • A written agreement helps relatives give gaming gifts that fit the family’s priorities.

Things to know

  • Currency bundles can make the real price and unused balance difficult to follow.
  • Random rewards sell a chance rather than a known item and can encourage another attempt.
  • Small purchases across games, stores and subscriptions can add up without being noticed.

Put the real price back into view

Before approving a purchase, convert the required currency into ordinary money. If a bundle contains more currency than the item needs, count the whole amount paid rather than pretending the leftover balance was free. Ask what the item does: changes an appearance, unlocks an experience, speeds progress or offers a chance at a reward. These differences matter to the buying decision.

Use a short budget record with the date, game, amount and reason. Choose a monthly allowance if your family permits spending and decide whether unused money carries forward. Avoid treating a limited-time offer as an emergency. A waiting period gives the child a chance to decide whether the purchase serves an interest or mainly responds to a countdown, an advertisement or friends showing a new item.

Recognise a purchase that includes chance

The ESRB explains in-game purchase notices separately from age categories. Its random-item notice covers purchases such as loot boxes, card packs and other paid uncertain rewards. The ESRB guide to loot boxes explains that an age rating alone does not tell a parent everything about purchasing features.

A known costume and a chance of getting that costume are different products. Ask the child to explain what is guaranteed, what is uncertain and whether duplicates are possible. Decide whether random purchases belong in the family budget at all. Do not treat an unsuccessful attempt as a reason to buy another one. Help the child recognise the pressure to keep going and choose a game activity that does not depend on paying for another chance.

Check local classification and every store

Australia’s gambling-content classification changes took effect on 22 September 2024. Under these rules, chance-based purchases receive at least M and simulated gambling receives R 18+. The official fact sheet explains that older games generally keep their existing classification unless an update requires reclassification. Check the actual title’s local rating, consumer advice and purchase features.

Set approval or spending restrictions on the console, phone, computer store and game account where relevant. A control on one payment route may leave another route available. Check stored cards, accessible adult accounts, existing currency and automatic renewal. Test the child’s normal purchasing screen to see whether an approval is requested. Ask relatives to check before giving money or gift cards, since adding balance can change how a restriction works.

Respond to an unwanted purchase calmly

When a child reports a purchase they regret or did not understand, thank them for showing you. Record the transaction, stop further spending and check the store’s official support and refund process. Keep receipts and avoid promising a refund before the provider confirms it. Then work out how it happened: an accessible card, another profile, confusion about currency or pressure from the game.

Review the agreement rather than only the amount. A small unwanted purchase can reveal a gap worth fixing, while a larger one may need a more limited setup for a while. Explain the revised boundary and practise the approval process. Keep enjoyable play available through building, cooperation or games that fit the budget. The child should learn that asking for help is useful and that fun does not have to depend on buying something new.

  • Count the full cash cost of a currency bundle.
  • Choose a separate rule for random-item purchases.
  • Review subscriptions and gifts alongside ordinary purchases.
Keep the conversation going

A good question to ask

“What is guaranteed when you buy this, and what is only a chance?”

“What else could you choose with the same amount of real money?”

Questions parents ask

Does a low age rating mean a game has no paid extras?

No. Read purchase notices and check the game’s store or currency system separately from its age category. A free-to-start game can still offer paid items or subscriptions.

Why count the full currency bundle if my child spends only part of it?

That is the amount of real money the family paid. Record the remaining balance separately so it does not hide the cost or become an unplanned reason for another purchase.

What is the difference between a loot box and a known item?

A known-item purchase tells the buyer what they will receive. A random-item purchase sells an uncertain result. Set a separate family rule for that uncertainty before money is available.

Sources & further reading

Official information and published perspectives behind this guide.

  1. ESRB random-item purchase notice

    The separate interactive-element notice and examples of paid uncertain rewards.

  2. ESRB guide to loot boxes and purchases

    Virtual currency, purchase features and the difference from age-rating categories.

  3. Australian gambling-content classifications

    The September 2024 rules for chance-based purchases and simulated gambling.

  4. Australian Classification gambling-content fact sheet

    The exception for games classified before 22 September 2024 and when updates require reclassification.