Video summary
This animated video explores the different ways you can pay for games, and other products, including by paying upfront or by subscription.
Sujit and Mira are playing a computer game and talk about games they want to buy.
Sujit wants to buy an expensive game while Mira wants a game that can be paid monthly for a cheaper price. Mira is happy with this as she can decide whether to keep it for longer or not.
Sujit gets carried away making in-app purchases whilst gaming and can't afford to buy the new game he wants.
This video is from the series Financial education.
Teacher Notes
Central or big idea
You can pay for games, and other products, in different ways including by paying upfront, by subscription, or by in-game or in-app purchases.
Questions to explore
- Why might some games be offered as free, but then include in-game purchases?
- What can help you to know which product or payment model (e.g. pay upfront or subscription) is the best value?
- What might influence someone鈥檚 decision about whether to pay upfront or in another way (repayment, subscription)?
Key learning outcomes (Young Enterprise Financial Education Planning Framework)
7-9 - Lower KS2
- I know that some things are better value for money than others.
- I can make comparisons between prices when deciding what is best value for money, including for services such as electricity, phones and the internet.
- I understand why making informed decisions will help me make the most of the money I have.
Key vocabulary and definitions
- In app / game purchases: purchases made in a game or app sometimes during game play
- Freemium/ free to play: games which are free to play but then often promote or require in game purchases
- Pay up front/ premium-priced: games which you pay for upfront (before you can play)
- Micro-payments: small payments
- Subscription models: games which you subscribe to paying a weekly, monthly or annual cost
- Auto-renew: when a subscription automatically renews and the cost continues to go out of your account
Suggested activities
Making predictions:
- Pause the video before Sujit and Mira make the choice to purchase. Ask the children to predict what choice they might make and why. What would your advice be? Continue to watch the film to see the choices they make. Ask the children: Do you agree or disagree with the choice they make? Why?
Rewrite the story:
- What could Mira and Sujit do to make sure they don鈥檛 fall into the same trap again? Create a storyboard/comic of the film with these choices and their impact.
Finding a solution:
- What could Sujit do to build up enough to afford the game again (save pocket money, do some jobs to earn it, borrow it, Mira could offer to pay).
- What would your advice be?
- Why?
Ideas for going further / links to other 91热爆 resources
Going further:
- Being an informed consumer:
- Why do companies like to offer subscription models and in-game purchases?
- Can you think of other things people pay for on subscription?
Links to other 91热爆 resources
- 91热爆 Bitesize: KS2 Money
- Newsround: 'Don't let gaming take control of you'
- Newsround: Loot boxes: Gaming companies plan to reduce 'problem gambling' for kids
- Newsround: Why are in-game purchases a problem for young people?
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