Step 1 of 5

What an online riding game actually is, and what it is not

Before any question about price, device or safety can be answered sensibly, you need a clear picture of the kind of product being discussed. This step builds that picture and nothing else.

The short answer

An online riding game is a video game, usually set in an invented countryside, in which the player looks after and rides a horse, completes small tasks, and moves around a shared world where other players are also present. The horse is the main thing you control; the tasks are the reason to keep moving; the other players are what makes it "online" rather than a game that sits entirely on your own machine.

That last part matters more than it sounds. A game that runs only on your device is finished when you stop playing it. A game with a shared world runs on a company's servers, needs a working internet connection, has an account attached to a person, and keeps changing after you have bought or joined it. Everything in this course that is more complicated than "will it run on the laptop" comes from that single difference.

Games in this category are usually free to begin and sell something afterwards — extra areas, extra items, a membership — or they run on a subscription. Which model any particular game uses is a fact about that game, printed on its own website, and Step 3 is about reading it there.

The words the category uses

Marketing pages assume you already know these. You do not need to memorise them; you need to recognise them when a terms page uses them.

Client
The program installed on your computer, phone or tablet. It draws the game; it does not hold the game. Sometimes called the app.
Server
The company's computer that holds the actual world, the other players and your character. If it is switched off, the client shows nothing.
Account
The record that links a person — usually through an email address — to a character and to anything bought. It belongs to whoever agreed to the terms, which is a point Step 4 returns to.
Free-to-play
A game you can begin without paying. It does not mean every part of the game is free, and it says nothing about what is sold inside.
Subscription or membership
A recurring charge, usually monthly or yearly, that opens parts of the game while it is active. Recurring means it renews by itself until cancelled.
In-game currency
Points or coins bought with real money and spent inside the game. The conversion is set by the company, and leftover currency is usually not refundable in cash.
Patch or update
A change the company sends to everyone at once. It can add content, remove content, or change the rules of something you already paid for.
Chat
Any way one player's words reach another: typed messages, pre-set phrases, friend lists. Whether it exists, and how it is limited, is a question for the vendor's own safety page.

Four things these games are not

They are not a one-off purchase that stays the same. Even where you pay once, the world is maintained by a company that may change it, charge for new parts of it, or eventually close it. Treat any payment as a payment for access now, not ownership forever.

They are not a horse-care simulator with real-world value. Nothing learned in a riding game transfers to handling an actual animal, and no game in this category claims to be training. If a child's interest is in real horses, a local riding school is a separate and better conversation.

They are not private. A shared world means other people, which means an account, an email address, and some record of activity held by the company. That is ordinary, and it is why Step 3 asks you to read the vendor's privacy page. The Office of the Australian Information Commissioner is the regulator that publishes what Australian privacy law requires of organisations handling personal information.

They are not uniform. Two games described with the same four words can differ completely in cost, chat, age suitability and how much they push purchases. This is why the course teaches questions rather than ranking products: the questions survive, the answers expire.

A note on randomised purchases

Some games sell items whose contents are decided at random — you pay a fixed amount and receive one of several possible things. This is a design worth knowing about before a child encounters it, because the spending it encourages is open-ended rather than fixed. In Australia, the classification of computer games, including how gambling-like content is treated, is handled under the national classification scheme; the Australian Classification Board publishes the classifications and the guidelines they are made under. If a game you are considering sells randomised items, decide your position on it in Step 2, before anyone is in a position to ask.

Where the household's attention actually goes

People new to the category usually expect the hard part to be technical — whether the game will run. In practice the technical question is answered in ten minutes, and the three questions that take real thought are these.

Who holds the account. If an adult agrees to the terms and holds the login, the adult can see the charges, change the settings and close the account. If a child sets it up alone on their own email, none of that is straightforward later. The decision costs nothing at the start and is awkward to reverse.

What money can reach the game. A saved card on a shared device is the single most common source of surprise charges in any app category. The fix is not vigilance; it is removing the stored payment method or putting a password in front of it. Step 4 covers the general procedure.

What happens when interest changes. Most children's enthusiasm for a particular game lasts months, not years. A subscription that renews quietly outlives the interest. Writing down the renewal date and the cancellation method at sign-up takes two minutes and saves an argument.

The example household in Step 1

Consider the hypothetical household this course follows: two adults, one child of about eleven, one shared tablet and one older laptop. This family is invented to illustrate the steps; it is not a real family, and it reports no results from any product.

The child asks to play "a horse game that her friends play". In Step 1 the adults do one thing only: they find out what is actually being asked for. They ask which game, on what device the friends play it, whether the friends talk to each other inside the game or on a separate app, and whether anyone has spent money on it.

The answers reshape the question. The friends play on home computers, not phones. They talk in a separate messaging app, so the game's own chat matters less than feared. One friend's parent pays monthly for something. None of this decides anything yet — it tells the household which parts of Steps 2 and 3 they will need to read closely.

Classification and age guidance in Australia

Computer games sold or made available in Australia are subject to the national classification scheme. Classifications and the guidelines behind them are published by the Australian Classification Board, and that database is the place to check a specific title rather than relying on an age number printed on a shop page. This course does not state the rating of any game, because ratings change and we would be a second-hand source for something you can read first-hand.

Separately, the eSafety Commissioner publishes practical guidance for families about online games, including what to do if a child is contacted or treated badly inside one. It is worth a bookmark before you need it rather than after.

Two limits are worth stating plainly. A classification tells you about content; it does not tell you about spending, chat or how much time the game is designed to absorb. And an age number on a vendor's own site is the vendor's statement, not a classification decision. Where a vendor states nothing about age, the honest reading is that the vendor has not stated it, and you should treat it as unknown.

Before you move on

Step 1 is done when you can say, out loud and in one sentence, what sort of product is being discussed: an online game with a shared world, an account, an internet connection, a company that changes it over time, and some way of selling things inside it.

You do not yet need to know which game, what it costs, or whether you approve. Those are Steps 2 and 3. Carrying an unanswered question forward is normal; carrying a vague picture forward is what makes the later steps confusing.

Checklist for Step 1

Understanding the category

  • I can explain, in one sentence, what an online riding game is.
  • I know the difference between the client on the device and the company's server.
  • I know what "free-to-play", "subscription" and "in-game currency" mean.
  • I have asked which specific game is being requested, and on which device the child's friends play it.
  • I have found out whether conversation happens inside the game or in a separate app.
  • I have decided, provisionally, whether an adult or a child will hold the account.
  • I have noted my household's position on randomised purchases, before anyone asks.
  • I have bookmarked the Australian Classification Board database and the eSafety Commissioner's family guidance.
  • I have written down one question Step 1 did not answer, to carry into Step 2.