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Exploitative Patternsin Games

Time / attention

Engineered overuse and degraded digital wellbeing; time captured beyond what the player intended to give.

Patterns that target this (17)

T6High

Can't pause or save

Designs that prevent safely stopping — no pause or save, or progress lost (or attacked) when you leave — so players can't quit on their own terms.

TemporalEvidence: ModerateGameplay & business
I4High

Obstructed exit / cancellation (sludge)

Asymmetric friction makes quitting, refunding, or disabling far harder than starting.

ObstructionEvidence: ModerateServes business
I9High

Offer-wall / cross-promotion redirection

Dangling an in-game reward for going to another app or game and spending money or time there, confirmed by a third-party tracker.

Forced actionEvidence: ModerateServes business
M10High

Predatory / forced advertising

Unskippable or rewarded ads — sometimes disguised as content — are bundled into progression.

Forced actionEvidence: StrongServes business
P5Medium

Aggressive nagging / interruptive upsell

Frequent pop-ups repeatedly steer the player to the store.

NaggingEvidence: ModerateServes business
I13Medium

Choice overload / option flooding

The interface floods the player with too many overlapping options, currencies, bundles, settings, or offers to compare meaningfully.

Interface interferenceEvidence: EmergingServes business
P7Medium

Collection & completionism pressure

A visible, incomplete collection — roster, index, grid — compels players to keep playing or paying to complete the set.

Psychological / reinforcementEvidence: ModerateServes gameplay
T7Medium

Content treadmill

A relentless cadence of new seasons, stories, and limited updates keeps players returning so they never fall behind an ever-moving target.

TemporalEvidence: ModerateGameplay & business
T3Medium

Daily login / streaks

Escalating rewards and loss-aversion penalties punish missing a day.

TemporalEvidence: ModerateGameplay & business
P6Medium

Endowed progress

Giving players an artificial head-start or visible partial progress so the urge to complete it pulls them onward.

Psychological / reinforcementEvidence: EmergingServes gameplay
T2Medium

Energy / wait timers (appointment mechanics)

Play is gated by real-time cooldowns that can be bypassed for money.

TemporalEvidence: ModerateGameplay & business
T5Medium

Interruptible-but-sticky loops

Auto-advancing or endless content resists natural stopping points.

TemporalEvidence: EmergingGameplay & business
M6Medium

Pay-to-skip / engineered grind

Progression is deliberately slowed so the game can sell time-savers that remove the friction it introduced.

TemporalEvidence: ModerateGameplay & business
M12Medium

Subscription / battle-pass traps

Easy entry and obstructed cancellation, with 'earned' value that expires if you stop paying or playing.

ObstructionEvidence: ModerateGameplay & business
P2Medium

Sunk-cost / entrapment

Designs make prior investment justify further spending or time.

Psychological / reinforcementEvidence: ModerateGameplay & business
T4Medium

Time fog / playtime opacity

Elapsed time and session length are concealed so players lose track of how long they have played.

Sneaking / HidingEvidence: EmergingServes business
T1Low

Grinding / engineered repetition

Repetitive effort is inflated to extend play or to drive pay-to-skip purchases.

TemporalEvidence: ModerateGameplay & business