Attitude on in-game billing among teenagers Japan 2024, by educational institution
According to a survey conducted in Japan in July 2024, 10.8 percent of high school students between the ages of 15 and 19 spend money on in-game item purchases or gacha mechanics. The share was slightly higher than among university students. Gacha mechanics in video games operate similar to capsule-toy vending machines by enabling users to receive random game content, such as items or characters, in exchange for a real or virtual currency.