I'm just thinking about the analogy of long distance board games. And about whether there is any other precedent in history for children's games to have been so thorough co-opted into being a giant commercial matrix designed purely to make money.
Most fo the games and toys I had as a kid were either imaginative (mostly), or involved things like tricycles, skipping, making paper dolls, drawing, marbles and so on.Some board games. I guess Ravensburger and Mattel have always made a lot of money. But you can buy a board game once and keep it for years. It doesn't keep asking your kid for cash every time they play. The commercial toy market has been advertising to kids for years on TV and in the aisles at Tesco, but I can turn off the TV or just not buy the plastic tat.
I'm wondering at what time in history children's play has ever been so directly seen as a giant market where adult moneymakers and gamers can have direct access to young children, normalising the idea that 'games' are first and foremost a commercial enterprise for generating large amounts of cash? I'm also wondering whether instead of thinking that we should just accept this and accept our part in getting them ready and trained up for a lifetime of being profit vehicles in everything they do, even at play, we might instead resist the complete commercialisation and profiteering taking over all of our social world and just go to the park with some sticks? Or borrow some library books which don't perpetuate the idea that every moment is life is an opportunity for monetisation? Appreciate that lockdown has made things difficult in that regard, I nearly went nuts myself with the homeschooling and work and being stuck indoors. However I don't really see why we have to accept that our kids should just enjoy being sucked into the vortex of capitalism at all.
Paragraphs from the article:
"At first Hannah had no idea how she could make that much money. Roblox provided a potential answer. Though free to download, Roblox makes money from a premium subscription service and the sale of Robux, an in-game currency used to buy accessories and items for avatars. It is not just the company that can profit; Roblox has more than 8 million community developers, often teenagers working alone or in small teams, who create games for others to play. When a developer has earned 100,000 Robux from their games, they can cash out at an exchange rate of 100,000 Robux to $350. There is serious money to be made: the developer community made $328m in 2020, up from $110m in 2019.
Hannah had been making games on Roblox for fun since 2014. She joined a small team of game-makers who go by the name “Pops Developing”, and began creating games for a fan group that now has more than 13,000 members. In their most successful game so far, Marble Simulator, players roll around a blindingly colourful landscape collecting coins and blasting enemies. It recorded 1,500 simultaneous players during the first coronavirus lockdown. This is still small‑scale – the most successful game racked up more than 1.5 million players – but it allowed Hannah to pay other players to help with 3D modelling for their next game. She has now earned £1,200 from Roblox, and estimates she has more than £1,000 in her account to cash out. She plans to put the money towards voice surgery, booked for early 2022, for which she will need £15,000. “Even if I earn just 5% of what those top games earn, I’ll be happy,” she says.""