Elden Ring
FromSoftware
A demanding open-world action RPG set in a bleak fantasy world. Players explore the Lands Between, fight powerful enemies, and piece together a story told in fragments.
Which child are you assessing?
Not recommended
Addictive design keeps children engaged + Mild purchase pressure — clear parental rules needed.
What matters
Violence
Violent or shocking content possible
Addictive design
Mechanics designed for prolonged use and return visits
Horror
Horror content or frightening scenes
Not present: Chat, In-app purchases, User content, Tracking, Ads, Stranger contact, Voice chat, Gambling, Endless feed
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.
Energy Systems & Cooldowns
The game limits play sessions through 'lives' or 'energy' — and offers money as the way out.
Why it works: Forced breaks trigger cortisol (frustration) and create the urge to pay — not to give the child a break, but to make them impatient.
'The game isn't pausing you because it's good for you — it wants you to buy something.' Actively shape breaks as a family decision, not something left to the game.
Sources: Klicksafe.de · Arte: Die Dopamin-Falle · All sources
Understanding store ratings
PEGI
PEGI 16
USK
USK 16
Normalized risk score: 0 = lowest risk, 100 = highest risk. NUNIVIA weights App Store (55%) and Google Play (45%).
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.
Assessment for game
USK 16, PEGI 16. A one-off purchase with no loot boxes, no gambling mechanics, and no in-app purchases. The age rating is driven by sustained combat violence and the threatening, at times disturbing imagery.
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?
Frequency
How often does the child encounter the risk while playing?
Manipulation pressure
How aggressively does the game push toward risky behavior?
Protection
How effective are the available protection measures?
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.
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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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