Well on the app stores at least.

It's been bugging me for a while now, but you may have noticed the number of games on Apple's App Store that are free. There's quite a lot of them actually, but some of them are not in fact free despite their price.

There's a growing trend now of games that are utilising the In-App Purchases (or IAPs from here on in) ability in apps to subsidise the fact that the game is free to install. It's a freemium model really. Give the game away and then charge for extras. I first noticed it on the game Kindgom Rush, but this game can easily be completed without the need to purchase any of the additional characters that the game offers.

In other games though, the list of IAPs is there as an assist to players to finish a level or the game. Candy Crush Saga and Bad Piggies are two such examples of games in the App Store that employ this model. The purchases are enough to make think they're a one off, but I suspect that this is not the case with many people. Considering that King's (creators of Candy Crush Saga) monthly revenue was allegedly once reported to be half a million dollars a day, it's easy to see how those little purchases can add up given how popular the game is.

Here's the problem I have with IAPs.

I have two sons, a one year old who is too young to talk, never mind understand the value of money, and one seven year old, whose life revolves around technology.

I limit my oldest to the number of games he can have on his iPad and the amount of time he spends playing them. Nothing wrong with that. What's troubling though is the amount of times he has asked for IAPs for games from me. I'll let him make IAPs for the games he really likes but not on a frequent basis. Also, all his IAPs come out his own pocket money. It seems that a growing number of games are adopting an IAP purchase to unlock new features or get new addons. To an adult it's easy to say no. To a kid it's not so easy.

Like all trends though, today's hot new game is always going to end up the next day's old news. Which means that the money you can spend on IAPs for games, can be wasted if that game is no longer played with. It's not a major problem in our house now, as our oldest is extremely limited to the IAPs he can make. How annoying would it be though to spend so much money on a game for it to be deleted and never played again?

Mobile game developers have no obligation to only producing one-cost games, but it would be nice to see some of these game developers move away from the IAP model.

I grew up in an era where the computer game was a one off cost. You paid for the game and then you played it as often as you like. Console games are getting more and more expensive, but they are getting better and better, and most games offer hours of entertainment for that one off cost. It's an investment, but one that I think works very well, especially when you have kids that love gaming.

Thankfully companies producing games for the Microsoft and Sony games consoles are still following this model for the next generation of console games, but how long before we start seeing even these games adopting an IAP model?

I'm not sure that will happen to the level it's happening in mobile gaming, but I know one thing. I'm more wary now of those 'free' games that are topping the charts and proving to be hits with the kids. Even though they're listed as free, I know that for most of them, they're not really free.