When Fun Becomes Exploitation: Player Perceptions of Deceptive Design Patterns in Games

Deceptive design patterns, which attempt to deliberately influence user behaviour, are widespread in free-to-play games, and their problematic nature has prompted growing regulatory interest across the world. We report a mixed-methods study with over 100 UK adult players exploring whether loot-box use (LBU) and deceptive design pattern awareness (DPA) predict Internet Gaming Disorder (IGD), and how players recognise manipulative design. Qualitatively, reflexive thematic analysis uncovered a “Dark Pattern Paradox”: players clearly identify deliberate tactics (overt monetisation, temporal tricks, affective manipulation, and sensory/UI misdirection) that sustain engagement, obscure monetary value, and raise ethical concerns (notably for children), yet loot boxes often remain enjoyable. Quantitatively, LBU significantly predicted higher IGD in a model including LBU and DPA; however, DPA did not reduce addiction risk. Contributions include empirical evidence linking LBU to IGD, a player-centred taxonomy of game deceptive design patterns, and actionable design and policy interventions (e.g., monetary transparency, value-clarity in UI) to reduce harm and guide ethical game design. More broadly, our findings suggest that awareness and transparency alone may be insufficient consumer protections when monetisation systems are structurally designed to sustain engagement.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831295
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

When Fun Becomes Exploitation: Player Perceptions of Deceptive Design Patterns in Games

Ruijie Wang, H. Donald, J. King, D. Fitton et al.
1 links
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

When Fun Becomes Exploitation: Player Perceptions of Deceptive Design Patterns in Games

Ruijie Wang, H. Donald, J. King, D. Fitton, C. Armitage, Y. Xu
article en

Abstract

Deceptive design patterns, which attempt to deliberately influence user behaviour, are widespread in free-to-play games, and their problematic nature has prompted growing regulatory interest across the world. We report a mixed-methods study with over 100 UK adult players exploring whether loot-box use (LBU) and deceptive design pattern awareness (DPA) predict Internet Gaming Disorder (IGD), and how players recognise manipulative design. Qualitatively, reflexive thematic analysis uncovered a “Dark Pattern Paradox”: players clearly identify deliberate tactics (overt monetisation, temporal tricks, affective manipulation, and sensory/UI misdirection) that sustain engagement, obscure monetary value, and raise ethical concerns (notably for children), yet loot boxes often remain enjoyable. Quantitatively, LBU significantly predicted higher IGD in a model including LBU and DPA; however, DPA did not reduce addiction risk. Contributions include empirical evidence linking LBU to IGD, a player-centred taxonomy of game deceptive design patterns, and actionable design and policy interventions (e.g., monetary transparency, value-clarity in UI) to reduce harm and guide ethical game design. More broadly, our findings suggest that awareness and transparency alone may be insufficient consumer protections when monetisation systems are structurally designed to sustain engagement.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of Lancashire (GB), Bournemouth and Poole College (GB), Lancaster University (GB), Bournemouth University (GB)
Good health and well-being, Peace, justice, and strong institutions
Openalex Percentile: Top 17%
Digital Games and Media
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.

Laika access coming soon
When Fun Becomes Exploitation: Player Perceptions of Deceptive Design Patterns in Games — Ruijie Wang, H. Donald, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS