Interleaving Health and Entertainment: Toward a Modular Architecture for Ethically Enabled Dark Patterns in Digital Interventions

Digital health interventions using mobile technologies such as mHealth apps and wearables have the potential to promote healthy behavior change in individuals at a scale larger than traditional interventions. However, the lack of user retention with these interventions still limits their long-term effectiveness in health outcomes. Gamification increases user engagement, however, gamification does not increase the entertainment value of the content, which is often perceived as unengaging by users. In contrast, popular entertainment focused mobile games do foster retention due to their engaging content, and often augmented through the use of persuasive dark patterns. Although dark patterns are ethically questionable techniques for driving engagement, there is potential for ethically enabled dark patterns to increase engagement in health interventions. In this feasibility study, we present the Health Intervention Minigame Framework that enables the embedding of entertainment games into digital health interventions. We demonstrate a proof of concept prototype that supports three entertainment games with ethically enabled dark patterns. Although the framework is a first step towards the implementation of ethically-enabled dark patterns in entertainment games, it is still unclear whether the potential increased engagement with real-world health activities of such implementations outweighs their psychological cost.

Authors

Institutions

Publication Details

Published
2025-08-19
DOI
https://doi.org/10.1109/cog64752.2025.11114170
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Interleaving Health and Entertainment: Toward a Modular Architecture for Ethically Enabled Dark Patterns in Digital Interventions

Barbara Montagne, Parvaneh Parvin, Lorenzo James, Laura Genga et al.
Digital Mental Health Interventions
article

Interleaving Health and Entertainment: Toward a Modular Architecture for Ethically Enabled Dark Patterns in Digital Interventions

Barbara Montagne, Parvaneh Parvin, Lorenzo James, Laura Genga, Pieter Van Gorp
article en

Abstract

Digital health interventions using mobile technologies such as mHealth apps and wearables have the potential to promote healthy behavior change in individuals at a scale larger than traditional interventions. However, the lack of user retention with these interventions still limits their long-term effectiveness in health outcomes. Gamification increases user engagement, however, gamification does not increase the entertainment value of the content, which is often perceived as unengaging by users. In contrast, popular entertainment focused mobile games do foster retention due to their engaging content, and often augmented through the use of persuasive dark patterns. Although dark patterns are ethically questionable techniques for driving engagement, there is potential for ethically enabled dark patterns to increase engagement in health interventions. In this feasibility study, we present the Health Intervention Minigame Framework that enables the embedding of entertainment games into digital health interventions. We demonstrate a proof of concept prototype that supports three entertainment games with ethically enabled dark patterns. Although the framework is a first step towards the implementation of ethically-enabled dark patterns in entertainment games, it is still unclear whether the potential increased engagement with real-world health activities of such implementations outweighs their psychological cost.

Institute of Mental Health (GB), Eindhoven University of Technology (NL)
Openalex Percentile: Top 77%
Digital Mental Health Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Interleaving Health and Entertainment: Toward a Modular Architecture for Ethically Enabled Dark Patterns in Digital Interventions — Barbara Montagne, Parvaneh Parvin, et al. · (2025) | TGRS Research Map | TGRS