User Friction from Mandatory Age Verification & Onboarding Friction
Definition
Games implementing mandatory age verification (email, phone, ID verification) experience 10–25% higher onboarding drop-off rates compared to unverified flows. Players aged 15+ who pass age verification still experience friction (additional form field, delayed access). This friction compounds across F2P player funnel, reducing day-1 retention and early-session monetization.
Key Findings
- Financial Impact: AUD 1,000–5,000 monthly per title (estimated 10–15% install-to-active conversion loss, amortized across install base). For a game with 100K monthly installs at AUD 0.10–0.50 average revenue per install, friction loss: AUD 1,000–5,000/month.
- Frequency: Ongoing for all new players post-classification.
- Root Cause: Age verification gates create mandatory friction before gameplay. Players experience delays, form fatigue, privacy concerns (ID upload). Competing games without such friction gates offer better UX, driving user switching.
Why This Matters
The Pitch: Australian publishers lose AUD 1,000–5,000 monthly per game due to age verification churn. Streamlining age gate UX or removing age-triggering mechanics (loot boxes) eliminates onboarding friction and recovers 10–15% of abandoned installs.
Affected Stakeholders
Player Acquisition Managers, UX/Product Designers, Analytics Teams, Retention Managers
Deep Analysis (Premium)
Financial Impact
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Current Workarounds
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Methodology & Sources
Data collected via OSINT from regulatory filings, industry audits, and verified case studies.
Related Business Risks
Loot Box Classification Non-Compliance & Enforcement Risk
Age-Gated Market Restriction & Addressable Market Contraction
Game Design & Monetization Strategy Uncertainty Due to Regulatory Ambiguity
Revenue Leakage from Mediation Discrepancies
Time-to-Cash Drag in Ad Revenue Payouts
Hidden Fees in Mediation Revenue Share
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