126,805 research outputs found

    Dark Patterns in the Design of Games

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    Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process

    Gaming and Buying on the Go: Purchasing Behavior in Mobile Gaming

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    Most mobile games are free-to-play (F2P) which means that the game is free to acquire and that the player has access to the main features of the game. F2P games typically generate revenue with microtransactions, a purchase within a game to get features, virtual goods, functions, or other in-game content (Lin & Sun, 2011). Mobile games may use dark patterns, or design mechanics that can cause negative experiences to encourage players to spend money in games (Zagal, Bjork, & Lewis, 2013). This research seeks to gain a greater understanding of purchasing behavior of mobile video game players. Participants played a mobile game over a two-week period and completed daily diaries about their experience as well as purchases within the game. Qualitative feedback from participants indicated that initial impressions of the game were positive. Participants that purchased within the game they played tended to buy characters or in-game items that made characters stronger. All participants mentioned the games they played having “grinding” or completing repetitive tasks to extend the game’s duration. Outcomes of this research contribute to a greater understanding of the user experience of mobile games and how game design mechanics affect player experience and purchasing behavior. References: Lin, H., & Sun, C. T. (2011). Cash trade in free-to-play online games. Games and Culture, 6(3), 270-287. Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013

    The dark patterns for the user interface

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    The theory of interaction with user aims to understand the user needs Đ°nd to develop an interface that optimizes the users work. But some developers use this knowledge to design interfaces that make people inadvertently agree to share more data than they intend, or spend more money than planned, by using various psychological motives and outright deception. These approaches in interface development are defined as dark patterns. They are found in websites, social media platforms, mobile applications and games. The theme remains relevant regardless of the EU's GDPR. The purpose of the report is to identify and detect commonly used dark patterns. The main dark patterns groups and the problems they cause are studied

    When The Cat\u27s Away: Techlash, Loot Boxes, And Regulating Dark Patterns In The Video Game Industry\u27s Monetization Strategies

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    Part I of this Comment briefly overviews dark patterns and demonstrates how parties have needlessly focused on loot boxes\u27 similarity to gambling rather than addressing dark patterns, the actual source of the video game industry\u27s consumer exploitation. Part II summarizes the video game industry\u27s techlash, showcasing ways that the industry has abused its consumers and how consumers have responded, as well as arguing why governmental intervention is necessary to stop the industry from exploiting end users. Part III first analyzes the Protecting Children from Abusive Games Act ( PCAGA ), a bill introduced in 2019 to regulate loot boxes, and explains why this bill would be an ineffective solution for preventing manipulative game design. Additionally, Part III evaluates the Deceptive Experiences To Online Users Act-also known as the DETOUR Act-another bill introduced in 2019 that specifically targets dark patterns. Part III concludes by explaining how a regulatory model based upon the DETOUR Act would be the most effective solution for combatting predatory practices within the video game industry and supporting consumer welfare. Finally, Part IV proposes elements to be included within an effective legislative model for regulating dark patterns in the video game industry

    Games against health: a player-centered design philosophy

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    This paper announces the “Games Against Health” (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the “Games for Health” paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the “games for health” myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to those players’ existing preferences. We hope the paper can serve as a convenient reference for those designing psychotic, sociopathic or antisocial games

    The Cost of Playing the Game: Modeling In-Game Purchase Intention and Investigating Purchase Behavior of Mobile Gamers

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    Free-to-play games typically have a monetization model that relies on players to purchase in-game items or virtual goods to generate revenue (Nguyen, 2015). There have been several empirical efforts to investigate purchase intention of virtual goods in video games with some focusing on quantitative models of purchase intention. Most of these studies tend to be with virtual worlds and lack the use of validated instruments to measure constructs (Hamari & Keronen, 2017). This research sought to gain a greater understanding of purchase intention of in-game content or virtual goods in mobile games through two studies. Study 1 modeled purchase intention with factors including satisfaction, addiction, attitudes of virtual goods, social motivations, continuance intention, and play characteristics. A total of 284 participants who played mobile games for at least 5 hours a week completed an online survey examining the relationships between the different constructs. Several structural equation models were generated to find the best fitting model. Results of the final model explained 66.1% of the variance in purchase intention with the factors of attitudes towards virtual goods, monetary value, addiction, enjoyment, and creative freedom. Attitudes towards virtual goods (β = .767) was the most associated factor with purchase intention in the model followed by enjoyment (β = .153), monetary value (β = .148), creative freedom (β = -.127), and addiction (β = .106). Study 2 examined purchase behavior of mobile video game players with a longitudinal diary study. Eight mobile video game players selected a game to play over the course of two weeks while logging their experience and purchases. Seven of the eight participants made a purchase of in-game content. Analyses of what game elements contributed to purchasing behavior revealed that some participants reported associated dark patterns around their purchases such as paying for enhancements, which is paying for in-game content to make characters stronger to progress in the game. Players also encountered loot boxes that provide only a chance to earn specific items in the game. These results add to Study 1 results by demonstrating that aspects of how a game is designed may impact in-game purchase intention and should be considered in future research. The combination of Studies 1 and 2 show that both psychological constructs of mobile gamers and aspects of game design may influence in-game purchase intention. Future research could replicate the model from this research in other in-game purchase intention or actual purchase behavior settings such as different types of games genres, platforms, or populations. Other areas of future research include further examination of the impact of dark game design patterns on purchase behavior in other situations (e.g., console, free to play vs. pay to play) and the development of ways to mitigate deceptive designs on player purchasing habits

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular

    Draw like a builder, build like a writer. And the crack is in the detail

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    As the inevitable building by numbers ensues, London’s Thames Gateway becomes one of many playgrounds for bar charting enthusiasts. Houses measured by the thousands and little clues as to where it is, that ghost in the machine, what they are, the structures of everyday contemporary life, and who's life it is anyway. Fernand Braudel, Georges Perec, Jorge Luis Borges, amongst others, are employed to examine just how Wittgensteins radiators find their ways into Barratts South East catalogue. They supply the container for Dickensian content with Sinclairesque detail, while late Jan Turnovski's epic lunacy will help to once and for all allay widespread popular fears that Wittgenstein 1 and 2 may add up to one-and-a-half, simple as that. Never has the ideal of treating technology involved with building as an intellectual discipline been further removed from any notion of genius, loci or otherwise; housing policy housing, building policy building. Against the backdrop of mass housing and landmark buildings with little space or time for anything in between, five years of studio work with diploma students at the University of Greenwich, Vienna University of Technology and University Innsbruck, concerned themselves with the structural narrative of the Thames Gateway. This paper, as well as the projects presented through it, is a premature attempt at anchoring buildings on the words they are built on, technology on the sentence structure of its description, assembly instructions written in the most specific of dialects. It describes techniques, suggesting an architecture read backwards, sideways, horizontal and in parallel, free associative sequence, thus discussing issues of site, context, detail and conceptual adhesion. It also poses questions: concerning locality, history, ritual, conceptualisation and intellectual detachment. Above all, in view of the sheer relentlessness of commercially driven urban expansion, questions of soul and character, of design sustainability in terms of creating space to accommodate viable structures social, cultural, narrative. Allowing history to continue, creating place worth telling tales about

    Evaluation of a Pervasive Game for Domestic Energy Engagement Among Teenagers

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    In this article, we present Power Agent—a pervasive game designed to encourage teenagers and their families to reduce energy consumption in the home. The ideas behind this mobile phonebased game are twofold; to transform the home environment and its devices into a learning arena for hands-on experience with electricity usage and to promote engagement via a team competition scheme. We report on the game’s evaluation with six teenagers and their families who played the game for ten days in two cities in Sweden. Data collection consisted of home energy measurements before, during, and after a game trial, in addition to interviews with participants at the end of the evaluation. The results suggest that the game concept was highly efficient in motivating and engaging the players and their families to change their daily energy-consumption patterns during the game trial. Although the evaluation does not permit any conclusions as to whether the game had any postgame effects on behavior, we can conclude that the pervasive persuasive game approach appears to be highly promising in regard to energy conservation and similar fields or issues
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