First Contact with Dark Patterns and Deceptive Designs in Chinese and Japanese Free-to-Play Mobile Games

Fuente: arXiv
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Hauptverfasser: Zhang, Gloria Xiaodan, Wang, Yijia, Nakajima, Taro Leo, Seaborn, Katie
Format: Preprint
Veröffentlicht: 2025
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author Zhang, Gloria Xiaodan
Wang, Yijia
Nakajima, Taro Leo
Seaborn, Katie
author_facet Zhang, Gloria Xiaodan
Wang, Yijia
Nakajima, Taro Leo
Seaborn, Katie
contents Mobile games have gained immense popularity due to their accessibility, allowing people to play anywhere, anytime. Dark patterns and deceptive designs (DPs) have been found in these and other gaming platforms within certain cultural contexts. Here, we explored DPs in the onboarding experiences of free-to-play mobile games from China and Japan. We identified several unique patterns and mapped their relative prevalence. We also found that game developers often employ combinations of DPs as a strategy ("DP Combos") and use elements that, while not inherently manipulative, can enhance the impact of known patterns ("DP Enhancers"). Guided by these findings, we then developed an enriched ontology for categorizing deceptive game design patterns into classes and subclasses. This research contributes to understanding deceptive game design patterns and offers insights for future studies on cultural dimensions and ethical game design in general.
format Preprint
id arxiv_https___arxiv_org_abs_2511_17512
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle First Contact with Dark Patterns and Deceptive Designs in Chinese and Japanese Free-to-Play Mobile Games
Zhang, Gloria Xiaodan
Wang, Yijia
Nakajima, Taro Leo
Seaborn, Katie
Human-Computer Interaction
Computers and Society
Mobile games have gained immense popularity due to their accessibility, allowing people to play anywhere, anytime. Dark patterns and deceptive designs (DPs) have been found in these and other gaming platforms within certain cultural contexts. Here, we explored DPs in the onboarding experiences of free-to-play mobile games from China and Japan. We identified several unique patterns and mapped their relative prevalence. We also found that game developers often employ combinations of DPs as a strategy ("DP Combos") and use elements that, while not inherently manipulative, can enhance the impact of known patterns ("DP Enhancers"). Guided by these findings, we then developed an enriched ontology for categorizing deceptive game design patterns into classes and subclasses. This research contributes to understanding deceptive game design patterns and offers insights for future studies on cultural dimensions and ethical game design in general.
title First Contact with Dark Patterns and Deceptive Designs in Chinese and Japanese Free-to-Play Mobile Games
topic Human-Computer Interaction
Computers and Society
url https://arxiv.org/abs/2511.17512