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> Maybe any transaction should have a 2FA style system It does - at least on Apple devices, IAP need to be authenticated with a physical interaction, and Touch
by madeofpalk 7y ago
> Maybe any transaction should have a 2FA style system
It does - at least on Apple devices, IAP need to be authenticated with a physical interaction, and Touch/Face ID.
- djhworld 7y agoI was thinking more as in, sending the approval to a separate device, but obviously that wouldn't work if you just have one device that you let your kids play on.
- ska 7y agoI think Apple already (can) do that - but as you note it doesn't help with a shared device.
- Wowfunhappy 7y agoIsn't that still single factor? It's touch OR password/info, not AND.
- BonesJustice 7y agoThe benefits are largely obscured by in-game currencies, which exist primarily to obfuscate the true cost of inane in-app purchases; maximize the odds of having a useless residual balance (thus encouraging more spending); and reduce barriers to spending. Games don’t have to prompt for confirmation to spend proprietary fake money. This removes an opportunity to reconsider a purchase, and dramatically increases the chance of accidental spending. And without a dollar value that players can easily reason about, it’s easy to not realize how much you’re spending. “35 crystal whatzits? Um, okay, that doesn’t sound like much.” Never mind the fact that you actually have to buy at least 50 whatzits to have 35, because the next lowest option is to buy 25. I don’t have any data on this, but I’d be willing to bet that revenues from in-app purchases went through the roof when someone had the bright idea to switch to an in-game currency (and, eventually, multiple currencies).