Facebook had a literal best practice internally referred to as "friendly fraud", when children bought in game items without their parents' knowledge. Facebook encouraged the practice of deceptive UIs and refused refunds to parents.
This entire culture was a huge part of why I stopped working on Facebook games in 2010 (before that market crashed). My stomach hurt when I thought of the dozens of people paying $1000s/month on the fake zoo animals in our games.
@darius man none of this is really news to me but that chat transcript of the support agents (or whoever) discussing the $6500 (!!!!) spend is so appalling
See also : compulsive gamblers and loot boxes.
It's a pretty open secret that loot box whales are often compulsive gamblers maxing their credit cards. There must be documents at big publishers discussing it.
(Also at Apple, Google, and Steam, off course.)
@darius good for you, clearly you’re more human than the folks responsible at Facebook and game dev shops that continued after the practice was identified.
Friend Camp features several modifications that were requested by our users.
If you want decent privacy (the info doesn't leave this server), the only way to do that is to set your account to private, only accept friend requests from other friend.camp users, and only ever @ mention other friend.camp users. Once you start talking to people on other servers, all bets are off. Any private message you send to someone on another server could be looked at by the admin of a different server. This is kind of like email: if you are on a private email server, and you send an unencrypted email to a gmail account, congrats, Google now has the content of that email. But also, you do this every day, so, hey. The internet!