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

Gloria Xiaodan Zhang, Yijia Wang, Taro Leo Nakajima, Katie Seaborn

TL;DR

This paper investigates deceptive game design patterns (DPs) in the onboarding experiences of free-to-play mobile games from China and Japan, identifying both known and novel patterns and introducing an enriched, three-level DP ontology that accommodates game-specific patterns. It demonstrates that DP Combos and DP Enhancers frequently amplify deception and examines cross-cultural differences in pattern prevalence, with Monetary and Psychological patterns being particularly prominent. Methodologically, the study employs qualitative heuristic analysis of 18 games (9 CN, 9 JP), with a rigorous coding process to produce thick descriptions and quantitative counts of patterns across high-, meso-, and low-level categories. The findings have practical implications for researchers, the industry, and players, highlighting the need for cross-cultural ethical design and continuous ontology refinement to detect and mitigate deceptive practices in real-world games.

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.

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

TL;DR

This paper investigates deceptive game design patterns (DPs) in the onboarding experiences of free-to-play mobile games from China and Japan, identifying both known and novel patterns and introducing an enriched, three-level DP ontology that accommodates game-specific patterns. It demonstrates that DP Combos and DP Enhancers frequently amplify deception and examines cross-cultural differences in pattern prevalence, with Monetary and Psychological patterns being particularly prominent. Methodologically, the study employs qualitative heuristic analysis of 18 games (9 CN, 9 JP), with a rigorous coding process to produce thick descriptions and quantitative counts of patterns across high-, meso-, and low-level categories. The findings have practical implications for researchers, the industry, and players, highlighting the need for cross-cultural ethical design and continuous ontology refinement to detect and mitigate deceptive practices in real-world games.

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.

Paper Structure

This paper contains 31 sections, 8 figures, 2 tables.

Figures (8)

  • Figure 1: Game genres rankings in top 50 free games for the Chinese (a) and Japanese (b) App Stores.
  • Figure 2: Percentage comparison of game DPs vs. general UI/UX DPs. CN: Chinese. JP: Japanese.
  • Figure 3: "Polymorphic Currencies" is the use of multiple, purpose-specific in-game currencies that must be purchased with real-world money and are non-interchangeable, often resulting in leftover amounts. https://www.freepik.com/free-vector/set-cute-rabbit-with-duck-different-posture-cartoon-illustration_12573652.htm#fromView=search&page=2&position=0&uuid=7b633344-548b-4b44-9417-99cef20a799e.
  • Figure 4: "Overloading" pattern occurs when in-game reward mechanisms are designed to be overly complex, enticing the player to invest effort in understanding them. https://www.freepik.com/free-vector/cute-man-super-hero-landing-cartoon-vector-icon-illustration-people-holiday-icon-isolated flat_230902273.htm#fromView=search&page=1&position=3&uuid=ae47daf8-bced-4fe6-b008-c46520527e80.
  • Figure 5: The Sycophant pattern uses in-game rewards to incentivize out-of-game social activities, such as following the game's social media accounts or participating in related online communities. https://www.freepik.com/free-vector/set-cute-rabbit-with-duck-feel-happy-sad-cartoon-illustration_12573654.htm#query=kawaii%20character&position=12&from_view=keyword&track=ais_hybrid&uuid=40c03a88-3d03-4516-8e49-612c7158d1ad.
  • ...and 3 more figures