Why is my kid asking me for Robux?
If you have a memory of going to Blockbuster Video (or Hollywood Video) and promising to the clerk that you returned the movie on time, you're likely in my age group. This also means you likely have no idea what microtransactions are or why your kid, nephew, niece, or godchild is asking you for Robux for their birthday.
I haven't played a video game in probably 15 years, so when I heard about Robux, I asked a few Gen Z-ers (shout out to Joy and Steven) to explain it to me. Here's a simple analogy. When you went to the arcade back in the day, the games didn't always accept quarters or dollars, so you had to exchange your money for tokens. If you imagine Roblox as a giant arcade, Robux are the tokens.
If you have been asked to buy V-Bucks, that's another token-like virtual currency that is specific to Fortnite, one of the most popular video games in the world. Other examples are Minecoin in Minecraft, Gold in World of Warcraft, and FUT Coins in FIFA.
I already bought the game. Why pay for more?
So if you already spent money for Roblox games or Fortnite, why do your kids need more money to spend inside the game itself? The technical term is microtransactions.
Modern video games have become massive. They're advanced and robust enough to make a classic game like Duck Hunt look several centuries old. One video game, No Man's Sky, can reportedly generate 18 quintillion different planets for players to explore.
With this robustness and complexity came more ways for video game companies to make money. When a player uses in-game funds like Robux and V-Bucks to make an in-game purchase, this is a microtransaction. The purchased items enhance gameplay—upgrading abilities, unlocking special features, and allowing customizations. The sheer number of available items makes each video game look like its own marketplace.
Using Fortnite as an example, you can use V-Bucks to purchase weapons, outfits or "skins," music as your anthem, and even your character's victory dance.
In World of Warcraft, you can buy enhanced characters. Another popular purchase in various games is the controversial loot box—a bundle with an unknown assortment of upgrades, similar to a surprise gift box.
Is this common?
Yes, microtransactions are wildly popular. Some spend hours to earn more virtual currency for their chosen game.
Certain video game currencies are in such high demand that there are even resellers marketing fake coins. Supercell, a multibillion-dollar powerhouse of mobile video games, even added a warning on their support page to inform players of scammers offering discounted Gems and Diamonds, which are the virtual currency for Supercell mobile games.
In one case, a group of players were prosecuted for defrauding a video game company out of in-game currency. Using software, the group hacked the Electronic Arts video game, FIFA, and falsified completed soccer matches to earn FIFA coins. The group then sold these coins on a secondary market for $16 million. All of the group members, one of whom was reportedly a local child prodigy, were either convicted or pled guilty.
As far as the wider market, research indicates video games—and by extension, microtransactions—are not going away anytime soon. According to a recent report by Newzoo and Tebex, the North American gaming market is $52.7 billion. Microtransactions make up half of PC and console video game revenue, while mobile games derive nearly 100% of their revenue from microtransactions.
If you purchased several hundred dollars worth of Robux for your kid's last birthday, you're in line with the average. The report states that North American players spend $325 a year on gaming.
The financial success of some video games resembles that of movies, with games like Call of Duty (COD) turning into full franchises. Since 2003, COD has expanded to 24 different video games and over 500 million copies sold.
Grand Theft Auto (GTA) has remained another juggernaut despite not having a release since 2013. Its holding company, Take-Two Interactive Software, Inc., reported over $5.6 billion in net revenue in its most recent fiscal year, with approximately $710 million coming from GTA products.
If microtransactions use virtual currency, does this affect me tax-wise?
If microtransactions consist of spending and earning virtual currency, is it something you have to report on your taxes? The best and worst answer is "it depends."
With that out of the way, funny enough, the IRS once said 'yes' but then later changed its mind. Then, in a 2020 statement, the IRS said 'no,' as long as the virtual currencies "do not leave the game environment..."
In 2024, new regulations excluded video game currencies from reporting as long as they're not transferred, exchanged, or used outside of the video game.
So if you do end up buying Robux, V-Bucks, or any other video game currency as a gift, you can at least take comfort in knowing that you're not alone, and as long as the currency stays in the game, the IRS likely won't care.