🎮

Counter-Strike 2

Valve

pcAge 16+ (rating)
Free + in-app purchasesFree-to-play base, revenue via skins, cases and keys.

Classic 5v5 tactical shooter with bomb defusal, realistic weapons and professional eSports scene.

Which child are you assessing?

Not recommended

Very strong addictive design + Very aggressive dark patterns — clear parental rules needed.

Purchase pressure
Addictive design
Contact
UI pressure
Risk profile: 85/100Data quality: Medium

What matters

🎰

Gambling

Gambling-like mechanics (social casino, loot boxes)

⚔️

Violence

Violent or shocking content possible

🔄

Addictive design

Mechanics designed for prolonged use and return visits

👥

Stranger contact

Contact with unknown persons possible

🎙️

Voice chat

Voice communication with other users possible

💬

Chat

Communication with other users possible

💰

In-app purchases

Purchases within the app possible (e.g. items, coins, subscriptions)

🎨

User content

Users create and share their own content

📊

Tracking

Usage data is collected and shared

Not present: Ads

How this game captures attention

These mechanics are no accident — they're intentional. No moral judgment, but important knowledge for you.

Random Rewards (Loot Boxes)

The game gives randomly good or bad rewards — the uncertainty is intentional.

Why it works: Unpredictable rewards generate 3× more dopamine than predictable ones (variable-ratio reinforcement, B.F. Skinner). The exact same principle as slot machines — Klicksafe calls it 'the strongest known learning principle'. An Arte documentary dedicated an entire episode of 'The Dopamine Trap' to Candy Crush.

Zufallsbelohnungen sind für diese Altersgruppe besonders motivierend und schwer zu widersetzen.

Rule before the first play session: 'We don't buy anything for chests/crates.' Explain together why it still feels tempting — knowing the mechanic takes away some of its power.

Daily Login Requirement (Streaks)

The game rewards daily logins — and punishes not logging in.

Why it works: The brain evaluates losses twice as heavily as gains (loss aversion). Klicksafe calls this FOMO — 'Fear of Missing Out': the constant pressure to always be there. Breaking a streak feels like real pain for children — that's intentional, not a side effect.

In diesem Alter beginnt das Gehirn Verluste besonders stark zu bewerten — Streaks erzeugen echten Stress.

Try it together: deliberately skip a day and discuss how it feels. Show: the game continues afterwards.

Sources: Klicksafe.de · Arte: Die Dopamin-Falle · All sources

Understanding store ratings

PEGI rules 2026: This game contains paid random items

Under PEGI rules effective June 2026, newly submitted games with paid random items (loot boxes, gacha, card packs) will be rated at least PEGI 16. Existing labels are not automatically updated — the displayed rating may underestimate the current risk.

USK

USK 16

GewaltOnline-InteraktionIn-Game-Käufe
78/100

Normalized risk score: 0 = lowest risk, 100 = highest risk. NUNIVIA weights App Store (55%) and Google Play (45%).

ℹ️

Why NUNIVIA rates additionally

Official labels (USK, PEGI) primarily refer to content such as violence or language. Purchase pressure, loot boxes, addictive mechanics and manipulative UI designs (dark patterns) have only been gradually included since 2023 — older ratings do not yet fully reflect this. NUNIVIA therefore additionally evaluates real everyday risks, including UI tricks such as countdown timers, virtual currencies, FOMO events and hidden decline options.

Gambling-like

Random element + real money, but often formally not classified as gambling (loot box grey area).

Assessment for game

Free-to-play with cases/keys and skin trading. Critically discussed in several countries due to links to gambling and skin betting. Valve has met DSA transparency obligations since 2024 as a large platform (monthly user figures). The vzbv criticised intransparent loot boxes and unclear winning odds in a general 2024 report — no CS2-specific proceedings, but the third-party skin market is a known minor-protection risk.

Why this score?

These 4 factors are behind the risk score above — they show where the risk comes from. Protection is inverted: higher = better.

⚖️

The verdict for this age band follows the legal age limit — not the mechanic scores below. The axes show the technical risk profile independent of age restrictions.

Severity

How severe is the risk in the worst case?

High
🔁

Frequency

How often does the child encounter the risk while playing?

High
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Manipulation pressure

How aggressively does the game push toward risky behavior?

High
🛡️

Protection

How effective are the available protection measures?

Medium

Protection: Higher = better (more parental controls available). The other three: Higher = more guidance needed.

What you get after signing up

🗺️

Companion guide

First steps + agreements for your home

Practical tips

What you should set up on the technical side

💬

Conversation starters

Ready-made openers for difficult moments

🎮

Safe alternatives

Games with lower risk

Unlock companion guide & tips

Free — unlock once for all games.

War diese Einschätzung hilfreich?

Want to go deeper?

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How NUNIVIA rates

The NUNIVIA assessment is based on publicly available data and AI-supported analysis. It represents an editorial guide and does not replace professional media education advice. No liability accepted.

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