Research on grooming, coercive spend and predatory design in live-service mobile strategy games, by Dr. Nicola Harding. Read the findings and recommendations.

This report presents a six-month, multi-title investigation into the design, monetization, and safety dynamics of live-service mobile strategy games: one of the highest-revenue categories in the global app economy.

Through first-hand observation across multiple top-grossing titles, and a controlled 30-day financial analysis within a focal game, Tuteliq Research documents how these systems operate in practice, not in theory.

The findings reveal a converging set of patterns:

  • Continuous monetization loops designed to drive repeat spending
  • External purchase channels operating outside platform-level parental controls
  • Alliance-driven social structures that materially influence user behavior
  • Off-platform ecosystems that extend exposure beyond the game environment
  • Direct exposure to scams, coercive behavior, and exploitative contact patterns

Across the study, approximately USD $8,500 was spent within a single title over 30 days, with transaction flows verified across independent financial records. Engagement levels reached over 5 hours per day, with the game accounting for more than 60% of total device usage during the observed period.

These outcomes are not isolated. The same structural patterns were observed across all tested titles.

This report does not attribute intent to individual publishers. Instead, it documents the outcomes produced by widely adopted design systems, and examines what those outcomes mean for parents, developers, platforms, and regulators.

The report concludes with practical safeguards for families, design considerations for industry, and policy-level observations on the regulatory asymmetry between digital games and other sectors governed by comparable psychological mechanisms.

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Inside Live-Service Mobile Strategy Games

A research report on child safety risks in live-service mobile strategy games, covering in-game chat grooming vectors, coercive monetisation, alliance-based social pressure, and predatory design patterns that affect minors. Includes recommendations for platforms, publishers and regulators.

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