Nearly one in five Japanese gamers overspend on in-game purchases, straining basic living budgets

Skye Jacobs

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Recap: A new survey spotlights the financial behaviors of young Japanese adults, revealing a significant and growing connection between gaming and personal spending. Conducted in February 2025, the annual online survey polled 1,000 individuals aged 20 to 29, exploring how this demographic navigates expenses across various aspects of life, with a particular focus on gaming and in-game purchases.

One of the most striking findings of the survey is that 18.8 percent of respondents admitted to having spent so much on in-game purchases at least once that they struggled to meet their basic living expenses.

This figure underscores the powerful draw of microtransactions, especially in games featuring gacha mechanics, where players pay for randomized rewards. The data further shows a gender divide in spending habits: 22.8 percent of men reported prioritizing in-game purchases over essentials like food and rent, compared to 14.8 percent of women.

Regret appears to be a common sentiment among these young gamers. A quarter of those surveyed – 23.9 percent – said they regretted spending money on in-game transactions. The survey also probed attitudes toward pay-to-win mechanics and the necessity of microtransactions for enjoyment. About 17.9 percent of respondents agreed with the statement, "I'm willing to pay to have an advantage in-game."

This willingness to pay for in-game advantages has surged among men, with 23.8 percent agreeing – an increase of 7.6 percentage points from the previous year. Meanwhile, 20.8 percent of all participants said they could not enjoy games without making in-game purchases, a 2.7 percent rise from last year's results. Women, while less likely to spend than men, follow a similar upward trend: 18.4 percent now say they can't enjoy games without spending, up 2.6 percent from 2024.

Participation in gacha and other microtransaction-heavy games is also on the rise. The share of young adults regularly spending on these games jumped from 15.8 percent in 2024 to 21.6 percent in 2025 – a 5.8 percent increase.

The average monthly spend has decreased despite more people engaging with in-game purchases. In 2024, the average was 5,138 yen (about $35.85); this year, it dropped to 4,247 yen (about $29.63).

Analysts suggest that while more people make purchases, they may be spending smaller amounts, possibly due to increased awareness of the financial risks or tighter personal budgets.

The survey's findings reflect broader trends in the global gaming industry, where in-app purchases, especially on mobile platforms, continue to generate massive revenues. In March 2025 alone, combined spending on Apple's App Store and Google Play reached $6.79 billion worldwide, with Japan accounting for 14.3 percent of that total.

These results raise important questions about the impact of gacha mechanics and microtransactions on young consumers. The increasing prevalence of financial strain and regret among young gamers has sparked debate about the addictive nature of these systems and the need for greater consumer protection.

While Japan already has microtransaction regulations, the growing number of young adults reporting financial difficulties suggests that these measures may not address the underlying issues.

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I'm so tired of the suicidal empathy for people's terrible decision making skills and the constant calls for intervention. Let's just call it for what it is: people are irresponsible and we need to stop bailing them out of their decisions. At some point you need people to take responsibility for their own lives, otherwise you will end up legislating entire genres of entertainment out of existence to protect people who cannot help themselves.
 
If you spend so much on games you have trouble buying food, you are not an "adult."
Gambling addictions are a real thing that adults can suffer from. It's why you have to be 9ver 18 or 21 depending on state in order TO gamble. Developers use the same tactics in games that casinos use to make games addictive. The difference between gambling and games is that you have to goto a casino to gamble, but the game is in your living room posing as something harmless.
 
If you spend so much on games you have trouble buying food, you are not an "adult."

seriously - will eating an apple increase your game rankings. - no ones interested in your Vit C score
Can you stream slowly and sensuously eating a bowl of noodles like some CGDGT Ok now see why more boys overspent
 
I'm so tired of the suicidal empathy for people's terrible decision making skills and the constant calls for intervention. Let's just call it for what it is: people are irresponsible and we need to stop bailing them out of their decisions. At some point you need people to take responsibility for their own lives, otherwise you will end up legislating entire genres of entertainment out of existence to protect people who cannot help themselves.

Well stop pissin an moanin about it, and get serious: realize human nature impedes and needs adjustment.....so that you will operate similar to me - inherently: curious, open, interested and involved in my function and feeling, sensual and sensate, frugal and with little or no addictive tendency, without shame or pride or need to achieve or accomplish, welcoming of technology according to use and consequence....hmmmm, should I continue?.....
 
There is a simple solution to this: Ban in-game purchasing.
Yeah, good luck with that. In-game purchases are so profitable these companies would fight tooth and nail any attempt to curb it let alone ban it. Game companies profiting from this nonsense would spend huge amounts to lobby against anything like that.
 
Well stop pissin an moanin about it, and get serious: realize human nature impedes and needs adjustment.....so that you will operate similar to me - inherently: curious, open, interested and involved in my function and feeling, sensual and sensate, frugal and with little or no addictive tendency, without shame or pride or need to achieve or accomplish, welcoming of technology according to use and consequence....hmmmm, should I continue?.....
You should continue by unscrambling that word salad and get to the point.

I am perfectly serious when I say that people who continuously choose to press the self destruct button on their lives despite constant warnings should be left to their own devices. Some people cannot be helped, others must bury themselves before realizing what they are doing.

What we should NOT keep doing is putting up baby crib rails everywhere trying to toddler proof the real world. It's expensive, ineffective, and massively annoying.
There is a simple solution to this: Ban in-game purchasing.
Then they will take it to out-game purchasing. Gold purchases for WoW were a huge industry back in the day.

Prohibition does not work, arguably it often achieves the exact opposite.
 
Then they will take it to out-game purchasing. Gold purchases for WoW were a huge industry back in the day.
Then they can modify it by setting limits. No ingame purchasing and out-of-game purchasing is limited to a certain amount per person, per title/company/publisher, per month/year.

This corp greed thing needs to be stomped into oblivion.
Prohibition does not work, arguably it often achieves the exact opposite.
It'll work if it's done the right way.
 
Then they can modify it by setting limits. No ingame purchasing and out-of-game purchasing is limited to a certain amount per person, per title/company/publisher, per month/year.

This corp greed thing needs to be stomped into oblivion.
Out of game purchasing isnt controlled by the game at all. It's a totally separate system that the game developer cannot track, hence why it is called "out of game". It is not done through a company, it is not official in any way. That's how black market goods work.

I buy gold on Ebay, and the seller contacts me in game and gives me the 10k gold for some item. How do you stop that? If your game has an internal market, this WILL happen. This happened for years in WoW and still exists today. Unless you give e.g. Blizzard your credit card info and let them run keyloggers on your PC to track everything you do, they have no way of tracking such external purchases.
It'll work if it's done the right way.
Uh huh, sure, that's why nobody does drugs, owns illegal weapons, or drank during the Prohibition.

When, exactly, did Prohibition actually work without creating a black market for the same good? Now I'm curious. Even North Korea hasnt been able to 100% block all information from the west from seeping in.
 
Out of game purchasing isnt controlled by the game at all.
What, you think the store that handles the original sales somehow magically no longer have that ability?
I buy gold on Ebay, and the seller contacts me in game and gives me the 10k gold for some item. How do you stop that? If your game has an internal market, this WILL happen.
Yes and you both WILL get banned when they find it, and they frequently do.
Uh huh, sure, that's why nobody does drugs, owns illegal weapons, or drank during the Prohibition.
That was a 92 years ago. Welcome to the 21st century. You think the war on drugs and terrorism is going in favor of the criminals? It is not.

You're trying to argue against a solution that works in other situations and yet you argue against a solution for this predatory and harmful business practice?
 
This might be related to news about many surplus stores in poor countries which sell lots of items from Japan. According to one article, every New Year they discard lots of items, from furniture to toys, many of which were hardly used or not opened, based on the belief that with a new year one needs new things.

The discarded items are collected in bulk by some businessmen and sent to poor countries, where they are purchased at profitable rates.

Here's one article about the phenomenon:


Lastly, there are also products thrown away in other countries, including Australia.

Given that, we might be looking at an issue that doesn't involve only gamers or even the Japanese. Rather, there are lots of not only spendthrift but throwaway societies in industrialized countries. Even things like bicycles are thrown away in various places in Europe:

 
Out of game purchasing isnt controlled by the game at all. It's a totally separate system that the game developer cannot track, hence why it is called "out of game". It is not done through a company, it is not official in any way. That's how black market goods work.

I buy gold on Ebay, and the seller contacts me in game and gives me the 10k gold for some item. How do you stop that? If your game has an internal market, this WILL happen. This happened for years in WoW and still exists today. Unless you give e.g. Blizzard your credit card info and let them run keyloggers on your PC to track everything you do, they have no way of tracking such external purchases.

Uh huh, sure, that's why nobody does drugs, owns illegal weapons, or drank during the Prohibition.

When, exactly, did Prohibition actually work without creating a black market for the same good? Now I'm curious. Even North Korea hasnt been able to 100% block all information from the west from seeping in.
It’s no surprise that younger gamers are struggling with microtransactions—many titles now practically force you to pay to enjoy the full experience. What's worse is the lack of transparency in how much people end up spending. If you're looking for a break from all that, there are reviews of sites with games that don’t rely on constant spending. I found some good ones here https://pokieslab1.com/free-online-pokies/big-red/ — these platforms offer a more relaxed gaming experience without the pressure to buy stuff every few minutes. It might be worth checking out if you're feeling burnt out.
Even with advanced server-side analytics, game devs can infer suspicious behavior, but can't prove the real-world transaction behind it unless something blatant happens or players report it.
 
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