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My Hero Ultra Rumble

Byking Inc. (Publisher: Bandai Namco Entertainment)

PlayStation 4Xbox OneNintendo SwitchPCiOSAndroidAge 12+ (rating)
Free + in-app purchasesFree to play. Optional real-money spending: cosmetic items, a battle pass and a gacha system (random draws for costumes via premium currency). Playable characters are unlocked through play, not bought.

My Hero Ultra Rumble is a free-to-play anime-style battle royale based on the My Hero Academia series. Up to 24 players compete in teams of three heroes or villains. Fast fights, comic-book visuals, character-specific abilities. Funded through cosmetic purchases, a battle pass and a gacha system for costumes.

Which child are you assessing?

Needs close supervision

Aggressive purchase pressure + Strong addictive design keeps children playing longer — clear parental rules needed.

Purchase pressure
Addictive design
Contact
UI pressure
Risk profile: 52/100Data quality: Medium

What matters

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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)

📊

Tracking

Usage data is collected and shared

Not present: User content, Ads, Horror, 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.

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

PlayStation Store

USK 12

GewaltIn-Game-KäufeGacha
12/100

Microsoft Store

USK 12

GewaltIn-Game-KäufeGacha
12/100

Nintendo eShop

USK 12

GewaltIn-Game-KäufeGacha
12/100

Steam

USK 12

GewaltIn-Game-KäufeGacha
12/100

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

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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

The game includes a gacha system: costumes are obtained through random draws paid with premium currency. Such mechanics are part of the ongoing debate about gambling-like design aimed at children. There are also fixed cosmetic purchases and a battle pass. USK 12, PEGI 12. Set a purchase PIN on the console and store, as purchases use real money.

Why this score?

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

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

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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

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Safe alternatives

Games with lower risk

Unlock companion guide & tips

Free — unlock once for all games.

War diese Einschätzung hilfreich?

Want to go deeper?

The NUNIVIA parent course shows step by step how to set rules that actually work — with an AI coach for your specific questions.

View the parent course

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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