Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
April 01, 2025 Β· Declared Dead Β· π ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
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Authors
Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke
arXiv ID
2504.00368
Category
cs.HC: Human-Computer Interaction
Citations
5
Venue
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Last Checked
4 months ago
Abstract
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.
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