This is a situation where I more than understand the frustration had by the parent because, as you simply put it, we're talking about a Smurf's game of all things that is clearly targeted to a young audience.Jumplion said:It's a goddamn Smurfs game, for crying out loud, what reason would she possibly need to supervise her child for a Smurfs game? While certain precautions should be made to make sure crap like this doesn't happen, c'mon, who expects their 8-year-old daughter to ring up a $1400 bill of Smurfberries? I'd trust my daughter enough to play the game responsibly.archvile93 said:And yet she still allowed her child to play the game completely unsupervised without bothering to utilize the system's fail safes. Yeah, she gets no sympathy from me.Andy Chalk said:"I thought the app preyed on children," Kay said.
As much as we'd like parents to do their job, they can't be everywhere their child is 24/7.
If there was not even an adequate confirmation system to watch over such weighty transactions ($99 for a imaginary fruit?!?), then that sounds quite unscrupulous. This is also an instance that harms the "iPads[footnote]Or any similar mulitmedia device for that matter.[/footnote] are for the whole family" claims. These devices cannot extend past their existing market towards a family apparatus if a seemingly benign children's game can be an easy money hole that does not allow user transactions parental shields.
This is a prevalent issue with the rise in digital content that needs more transparency, just as Gralian above pointed out the matter of XBL using "Points" rather than cold hard dollar signs.