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Exploitative Patternsin Games

A research primer from Dagstuhl Seminar 26261

Deceptive, exploitative & harmful design in games

A research-based reference to the design patterns that extract money, time, data, and attention from players. We have collected what they are, how they work, and the conditions under which they become harmful.

66
named patterns
9
mechanism families
7
player costs
81
cited sources

Deception ≠ harm

Games legitimately deceive — bluffs, fog of war, plot twists. We classify by the conditions under which a pattern becomes harmful, not by the label.

Exploitation is the target

The gravest harms — loot boxes, whale-targeting — are often fully transparent. We foreground exploitation, not just deception.

Evidence on the surface

Every entry carries an evidence level and resolvable sources, with scholarly evidence distinguished from primary documentation.

A three-axis model

Each technique is described by how it works, what it costs, and where it sits in the catalogue. The map below is interactive — hover any node to trace its links; click a technique to open it.

Hover a mechanism, technique, or cost to trace its links — click a technique to open it. Prefer a list? Browse all patterns.

Highest-severity patterns

All patterns →