Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation

Fuente: arXiv
Saved in:
Bibliographic Details
Main Authors: Hadan, Hilda, Zhang-Kennedy, Leah, Nacke, Lennart E.
Format: Preprint
Published: 2025
Subjects:
Online Access:
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1866909560344674304
author Hadan, Hilda
Zhang-Kennedy, Leah
Nacke, Lennart E.
author_facet Hadan, Hilda
Zhang-Kennedy, Leah
Nacke, Lennart E.
contents As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of manipulative design techniques in commercial VR games compared to a traditional computer game. We conducted an autoethnography study and developed a VR Deceptive Game Design Assessment Guide based on a critical literature review. Using our guide, we compared how deceptive patterns in a popular computer game are different from two commercial VR titles. While VR's technological constraints, such as battery life and limited temporal manipulation, VR's unique sensory immersion amplified the impact of emotional and sensory deception. Current VR games showed similar but evolved forms of deceptive design compared to the computer game. We forecast more sophisticated player manipulation as VR technology advances. Our findings contribute to a better understanding of how deceptive game design persists and escalates in VR. We highlight the urgent need to develop ethical design guidelines for the rapidly advancing VR games industry.
format Preprint
id arxiv_https___arxiv_org_abs_2504_00368
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
Hadan, Hilda
Zhang-Kennedy, Leah
Nacke, Lennart E.
Human-Computer Interaction
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of manipulative design techniques in commercial VR games compared to a traditional computer game. We conducted an autoethnography study and developed a VR Deceptive Game Design Assessment Guide based on a critical literature review. Using our guide, we compared how deceptive patterns in a popular computer game are different from two commercial VR titles. While VR's technological constraints, such as battery life and limited temporal manipulation, VR's unique sensory immersion amplified the impact of emotional and sensory deception. Current VR games showed similar but evolved forms of deceptive design compared to the computer game. We forecast more sophisticated player manipulation as VR technology advances. Our findings contribute to a better understanding of how deceptive game design persists and escalates in VR. We highlight the urgent need to develop ethical design guidelines for the rapidly advancing VR games industry.
title Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
topic Human-Computer Interaction
url https://arxiv.org/abs/2504.00368