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Exploitative Patternsin Games

A research primer

Deceptive, exploitative & harmful design in games

A clear, source-anchored reference to the design patterns that extract money, time, data, and attention from players — what they are, how they work, and the conditions under which they become harmful.

57
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 →