A new survey highlighted by Automaton West reveals that 10.5% of Japanese people in their 20s have experienced real financial hardship from overspending on in-game purchases. That’s roughly one in every 10 young adults who’ve let mobile games push them into money problems.
The figure represents a drop from 18% reported in a previous survey. Still, the fact that more than one in 20 young Japanese gamers have struggled to pay bills or gone into debt because of game spending paints a concerning picture of how monetization systems affect players.
The survey question specifically asked respondents if they had “ever been in trouble” due to spending too much on “game charges.” That wording matters because it captures anyone who’s experienced financial difficulty even once, not just those with ongoing spending issues.
Japan’s mobile gaming market runs heavily on gacha mechanics. These systems let players spend real money on randomized pulls for characters, weapons, or cosmetics. The structure mirrors gambling. Limited-time banners create scarcity pressure. Pity systems guarantee rewards after enough pulls but often normalize spending hundreds of dollars to reach them.
Games like Fate/Grand Order & Genshin Impact became infamous for stories of extreme spending. One widely circulated tale involved a player selling their car to roll for a character. More recent titles like Genshin Impact and Honkai: Star Rail continue the model with global audiences.
The 20s demographic faces particular risk. Many Japanese workers in this age range commute long hours on trains and play mobile games during downtime. Daily login rewards and time-limited events create habit loops. For young people early in their careers with tight budgets, even moderate spending can mean missing rent or bill payments.
The spending pattern extends beyond Japan. Gacha and loot box systems appear in games worldwide, from Counter-Strike skins to FIFA Ultimate Team packs. The mechanics work the same way everywhere: obfuscated pricing through premium currency bundles, rotating limited offers, and random rewards that trigger the same dopamine response as slot machines.
When 10% means millions
Japan has roughly 12 million people in their 20s. If the survey holds nationally, that suggests over a million young adults have faced financial consequences from game spending. The previous year’s 18% figure would have meant nearly two million.
Consumer protection discussions around loot boxes and gacha have intensified globally. Some countries treat certain randomized mechanics as gambling and require age restrictions. Others debate whether these systems should face tighter regulation given their documented impact on player spending behavior.

