One of the largest concerns in the gaming industry is how young players are affected by microtransactions. However, no previous studies have allowed adolescent participants to describe their experiences. The study recruited six high school student participants. Data was collected with a semi-structured interview and observation while the participants played the game of their choice and interacted with microtransactions. Interpretive Phenomenological Analysis was used to analyze the participants’ responses and actions. The results suggest that the presence alone of microtransactions is not enough to change the behavior of high school students. Rather other factors like special promotions have greater influence. The video game industry as a whole could take advantage of these other factors in order to get more sales from high school students. Parents could help make sure that their children are really thinking through their purchasing decisions and not being influenced to make impulse purchases.