As soon as my older daughter started playing the online world-building game Roblox, she began to beg for Robux, the game’s currency, which cost real-world dollars. Having read multiple stories about how kids accidentally-on-purpose spent lots of money on add-ons like “ultra rare” or “legendary” status virtual pets, I refused to buy into this scheme. No, honey, I will not spend my hard-earned American dollars on a Queen Bee that will probably end up working at a fast-food restaurant in your adopt-me universe.
This week, I was reminded of my continued hard-line stance when I read Amanda Hess’s delightful article, “Does a Toddler Need an NFT?” (Spoiler: Probably not!) From Hess’s piece, I learned about “Zigazoo, an app for children as young as 3 that bills itself as ‘the world’s largest social network and NFT platform for kids.’” If you don’t know what an NFT, bitcoin or the blockchain is, here’s an explainer for you. I can tell you that when I tried to explain NFTs to my 9-year-old, she said, “That sounds like Pokémon cards,” which … isn’t entirely wrong?
Zigazoo also has an in-app currency, called Zigabucks. According to Hess, apps like this are selling parents the idea that their preliterate children need a place to express their creativity and learn financial literacy, while preparing themselves to work for big tech. Or something.
In my mind, this is just the latest way tech companies have tried to separate parents from their wallets. I’ve probably quoted this piece before, because I love it so much, but back in 2013, Virginia Heffernan wrote about her 7-year-old son racking up in-app purchases on the game DragonVale, enabled by the iTunes store, Apple’s “infernal riverboat casino and meth lab.”