Building for Kids: The COPPA Challenge
Building an app for children isn't just about cute graphics and happy animal sounds. Apple and Google have strict requirements for kids' apps, and I learned this the hard way through rejection emails at 11 PM that started with "We noticed your app..."
Parental Gates: Making Adults Feel Dumb Since Forever
Here's the deal: any action that leads outside the app (purchases, external links, settings, privacy policy) needs a parental gate. This is a challenge designed to stop little Timmy from accidentally buying 47 copies of your premium unlock while mom's in the bathroom.
Why Apple/Google REQUIRE This:
- COPPA Compliance: The Children's Online Privacy Protection Act requires verifiable parental consent for anything that collects data or leads to purchases
- App Store Guidelines: Section 1.3 of Apple's guidelines explicitly requires parental gates for kids' apps
- Prevent Accidental Purchases: Kids tap everything. EVERYTHING. Your $0.99 unlock will become $47 real quick
- Protect from External Content: Even your innocent "Rate Us" link could lead to inappropriate content
The Three Types of Gates I Implemented:
// Type 1: Math Challenge
"What is 7 + 5?" - User must type "12"
// Pro: Easy to implement
// Con: Smart 6-year-olds with calculator-owning siblings
// Type 2: Word Challenge
"Type the word: PARENT" - User must type exactly "PARENT"
// Pro: Requires reading/spelling skills
// Con: Some adults struggle with this too (I've watched testers fail)
// Type 3: Hold Button
"Hold for 3 seconds" - Press and hold a button
// Pro: Tests patience (kids have none)
// Con: Determined toddlers are surprisingly patient when they want something
Pro Tips for Parental Gates:
- Randomize! Don't use the same gate every time. Kids are pattern-recognition machines
- Use numbers 6+ in math problems. Kids under 6 can usually count to 5
- Make hold buttons 3+ seconds. 2 seconds is too easy to accidentally trigger
- Don't use "swipe" gestures. Kids learn these immediately from watching parents unlock phones
- Keep a log of which gates fail most. You'll learn your users fast
Ad Compliance for Families (Or: How I Learned to Fear the Ban Hammer)
For monetization, I integrated AdMob with Families-certified settings. Get this wrong and Google will yeet your app into the shadow realm:
TAG_FOR_CHILD_DIRECTED_TREATMENT_TRUE- RequiredTAG_FOR_UNDER_AGE_OF_CONSENT_TRUE- RequiredMAX_AD_CONTENT_RATING_G(G-rated content only) - Required- Non-personalized ads only (no tracking = boring but safe) - Required
- No ads during gameplay (let them enjoy the hippo in peace) - Required
- No ads on app launch (Apple specifically checks for this) - Required
This was non-negotiable. Violating these policies means rejection, or worse, removal from the store and a very awkward email to explain to your users why the app disappeared.
The In-App Purchase Model (Paying the Bills)
I went with a freemium model because asking parents to pay upfront for an app their kid might hate in 5 minutes felt wrong:
- Happy Farm: Completely free. Let them meet the cow, pet the sheep, fall in love
- All Other Levels: Single unlock purchase ($0.99). Less than a coffee, infinite animal sounds
This lets kids (and parents) try the full experience before buying. "Try before you cry about spending money" is a legitimate business strategy.
The Expo IAP + react-native-iap combo handled purchases, but testing was its own adventure:
- Sandbox accounts in App Store Connect: Create a fake email. Forget the password. Reset it. Forget it again. It's a tradition.
- Real device testing: Simulators don't support IAP because Apple wants you to suffer. You MUST test on physical devices.
- Restore purchases functionality: Apple REQUIRES this. If a user bought your content and reinstalls, they better get it back or Apple will reject you faster than your first college application.