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

October 06, 2025 Β· Declared Dead Β· πŸ› Proc. ACM Hum. Comput. Interact.

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Authors Gloria Xiaodan Zhang, Yijia Wang, Taro Leo Nakajima, Katie Seaborn arXiv ID 2511.17512 Category cs.HC: Human-Computer Interaction Cross-listed cs.CY Citations 0 Venue Proc. ACM Hum. Comput. Interact. Last Checked 4 months ago
Abstract
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.
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