The Fortnite Experiment: What Happened When I Let My Son Spend Everything

A behavioral economist's journey into letting kids fail (with $25 and a video game skin)

David Park, Child Development Contributor
David Park

December 15, 2024 · 12 min read

The Setup

Date: October 15, 2024

Subject: Nathan (age 10)

Hypothesis: If allowed to spend his entire savings on a virtual item with zero parental intervention, the resulting regret will create a stronger behavioral modification than any lecture about impulse control.

Spoiler: I was right. But not in the way I expected.


Background: The V-Bucks Situation

For the uninitiated, Fortnite is a video game. V-Bucks are its virtual currency. And "skins" are cosmetic outfits for your character that provide zero gameplay advantage but are, apparently, essential for social survival among 10-year-olds.

Nathan had been saving money for 4 months. He had $127 in his account.

Then Epic Games (the company behind Fortnite) released a limited-edition skin called "Galaxy Grappler" for 2,800 V-Bucks (approximately $25).

Nathan wanted it. Desperately.

But here's where it gets interesting:

He also wanted:

  • A new Lego set ($80)
  • A particular book series ($35)
  • To save for a gaming headset ($120)

Classic opportunity cost scenario.


The Intervention I Didn't Do

Any reasonable parent would say:

"Nathan, that's a waste of money. It's not even real. You'll regret it in a week. Save your money for something that matters."

I've said versions of this before. It never works.

So this time, I tried something different:

I said nothing.

Well, not nothing. I asked questions:

Me: "How much is the skin?" Nathan: "$25." Me: "How much do you have saved?" Nathan: "$127." Me: "So if you buy this, how much will you have left?" Nathan: "$102." Me: "And how much do you need for the headset?" Nathan: "$120." Me: "So you'd need to save for... how many more weeks?" Nathan: (calculating) "Like... four more weeks if I save everything." Me: "Okay. So what are you going to do?" Nathan: "I want to buy the skin." Me: "Okay."


My wife, from the other room: "Are you seriously letting him waste $25 on a video game costume?"

Me: "It's an experiment."

My wife: "He's your son, not a lab rat."

Me: "Little bit of both."


The Purchase (And Immediate Aftermath)

Nathan bought the skin. October 15, 7:32 PM.

He played Fortnite for 2 hours straight that night, showing off his new skin to friends.

Observed emotional state: Euphoric.


October 16 (Day 1 Post-Purchase):

Nathan played for 45 minutes after school.

Observed emotional state: Still happy.


October 17 (Day 2):

Nathan played for 30 minutes.

Observed emotional state: Neutral.


October 18 (Day 3):

Nathan didn't play Fortnite. He read instead.

I checked his account history. He hadn't logged in.


October 22 (Day 7):

Nathan asked me: "Dad, how much did I spend on that skin?" Me: "You tell me. You bought it." Nathan: "$25." Me: "How many times have you used it since then?" Nathan: (long pause) "I don't know. Maybe... three or four?" Me: "So you spent $25 for four uses. That's about $6 per use. Was it worth $6 each time?" Nathan: (quiet) "No."


October 29 (Day 14):

Nathan came to me with a calculator and a notebook.

He'd created a spreadsheet (I taught him well).

Title: "Regret Analysis"

ItemCostTimes UsedCost Per UseRegret Level (1-10)
Galaxy Grappler Skin$256$4.178
Lego NASA Shuttle$3520+<$22
Pokemon Cards (booster)$51$57

Nathan's self-generated regret analysis

Nathan: "I made a mistake." Me: "Yeah. You did." Nathan: "I should have bought the Lego set." Me: "Probably." Nathan: "Are you mad?" Me: "No. Why would I be mad?" Nathan: "Because I wasted money." Me: "It's your money. You didn't waste my money, you wasted yours. I'm not mad. Are you mad?" Nathan: (thinking) "Yeah. At myself." Me: "Good. That's the feeling you want to remember next time."


The Follow-Up Experiment: The Second Skin

November 12, 2024

Epic Games released another limited-edition skin: "Chrono Commander" (2,000 V-Bucks, approximately $18).

Nathan asked if he could buy it.

Me: "Do you have enough money?" Nathan: "Yeah, I have $95 saved." Me: "Okay. So what are you going to do?" Nathan: (long pause) "I want to buy it. But I also know I'm going to regret it." Me: "So don't buy it." Nathan: "But I want it." Me: "Yeah. That's the whole problem."


He sat there for 10 minutes, staring at the screen.

Then he closed the game and said:

"I'm not buying it."

Me: "Why not?" Nathan: "Because last time I felt good for like three days and then I felt bad for three weeks. That's a bad trade."


Reader, I almost cried.

Not because he made the "right" choice (though he did).

But because he articulated the cost-benefit analysis himself.

He didn't need me to tell him it was a waste of money.

He calculated the emotional ROI and decided it wasn't worth it.


The Behavioral Economics Behind This

This outcome aligns with several key principles:

1. Regret Theory (Loomes & Sugden, 1982)

People make decisions not just based on expected outcomes, but on anticipated regret.

The first skin purchase: High immediate utility, delayed regret.

The second skin decision: Nathan now had data on how long regret lasts versus how long enjoyment lasts.

He chose to avoid future regret over experiencing present pleasure.

2. Hyperbolic Discounting (Laibson, 1997)

This is the tendency to prefer smaller, immediate rewards over larger, delayed rewards—even when the delayed reward is objectively better.

Traditional kid logic: Skin now (high value) > Headset in 6 weeks (lower perceived value)

Nathan's post-regret logic: Headset in 6 weeks (high value) > Skin now (remembered regret)

The regret experience recalibrated his discount rate.

3. Peak-End Rule (Kahneman, 1999)

People judge experiences based on their peak (most intense moment) and their end, not the average.

Galaxy Grappler experience:

  • Peak: First 2 hours (euphoria)
  • End: Two weeks later (regret)

The end state (regret) became more salient than the peak state (excitement).

So when the second skin appeared, his brain retrieved the end feeling (regret), not the peak feeling (excitement).


The Control: My Other Son (Elliot, Age 8)

I ran a parallel observation with Elliot, who also plays Fortnite.

Key difference: I lectured Elliot about not buying skins.

My standard speech:

"Elliot, those skins are a waste of money. You're paying real dollars for fake clothes on a fake character in a fake world. Save your money for something real."

Elliot's Response Pattern

  • Week 1: Agreed not to buy skins.
  • Week 2: Asked again. I said no. He accepted.
  • Week 3: Asked again. I lectured again. He got annoyed.
  • Week 4: Used his birthday money (from grandparents) to buy V-Bucks without telling me.
  • Week 5: I found out. We had a "conversation" (argument). He cried. I felt like an asshole.

Net result:

Nathan (no lecture, allowed to fail): Self-corrected after one $25 mistake. Now makes thoughtful purchasing decisions.

Elliot (lecture, prevented from failing): Snuck around me, bought it anyway, felt guilty, learned nothing except "Dad will be mad if I spend money on games."


Conclusion: Letting Nathan fail was more effective than preventing Elliot from failing.


Comparing Outcomes: Lecture vs. Experience

Here's the data after 6 weeks:

MetricNathan (Allowed to Fail)Elliot (Lectured)
Total "wasted" purchases$25 (one skin)$35 (skin + emote)
Current savings$142$67
Impulse purchases since03
Self-reported regret level2/10 ("I learned something")6/10 ("Dad's mad at me")

Comparison of outcomes between experimental and control conditions


Nathan learned a lesson. Elliot learned to hide purchases.


The Chart Nathan Made (That I Didn't Assign)

Two weeks ago, Nathan created this without prompting:

"Should I Buy This?" Decision Tree

Do I want this item?
  └─ Yes
      └─ Will I use it more than 10 times?
          └─ Yes
              └─ Can I afford it without hurting my savings goal?
                  └─ Yes → Maybe buy (wait 48 hours first)
                  └─ No → Don't buy
          └─ No → Don't buy (probably waste)
  └─ No → Don't buy

Nathan's self-created decision framework

He printed it out and taped it to his wall.

I didn't teach him this. Experience did.


Implementation Guide: How to Let Your Kids Fail Safely

If you want to try this:

Step 1: Set a "Learning Budget"

Decide how much you're willing to let them "waste" on learning experiences.

For us: $50/year per kid.

That's the tuition for the School of Hard Knocks.

Step 2: Let Them Make the Mistake

When they want to buy something you think is dumb:

  • ✅ Ask questions ("How much is it? How often will you use it?")
  • ✅ Make them articulate the trade-off
  • ❌ Tell them not to do it
  • ❌ Lecture about value

Step 3: Don't Say "I Told You So"

When they regret it (and they will):

  • ✅ Ask "How do you feel about that purchase now?"
  • ✅ Help them articulate what they learned
  • ❌ Say "I told you so"
  • ❌ Make them feel stupid

Step 4: Reference It Later

When the next impulse opportunity appears:

  • ✅ Ask "Remember the Galaxy Grappler? How did that feel?"
  • ✅ Let them make the connection
  • ❌ Make the decision for them

The Bottom Line

I let my 10-year-old waste $25 on a video game skin.

My wife thought I was crazy.

The internet would probably agree.

But here's what happened:

He learned more from that $25 mistake than he would have from 100 lectures.

And now, when he sees something he wants, he doesn't ask me if he should buy it.

He asks himself.

And 80% of the time, he says no.


That's not something I could have taught him.

That's something he had to learn.

And it only cost $25.

References

  1. Loomes, G., & Sugden, R.. Regret Theory: An alternative theory of rational choice under uncertainty. The Economic Journal, 1982.
  2. Laibson, D.. Golden eggs and hyperbolic discounting. The Quarterly Journal of Economics, 1997.
  3. Kahneman, D.. Evaluation by moments: Past and future. Choices, Values, and Frames, 1999.
David Park, Child Development Contributor
David Park

Contributor

PhD dropout from Stanford's cognitive psychology program who left academia to homeschool his sons and run 'unsanctioned behavioral experiments' on them.