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Exploitative Patternsin Games

Glossary

The vocabulary the field uses — defined narrowly so the same word means the same thing across academia, industry, and policy.

Choice architecture(choice architect, choice environment)
The structured context in which a player perceives options and makes decisions.
Coercion(coercive design)
Removing, withholding, or penalising acceptable alternatives.
Consent(informed consent)
Valid agreement requires the player to perceive the mechanism, be competent, and have a real exit.
Dark patterns(deceptive patterns)
Interface and system choices that benefit the provider by steering, deceiving, or coercing users against their own interest.
Deceptive design(deceptive patterns)
The contemporary umbrella term for asymmetric, user-adverse design — broader than literal deception.
Diegetic vs non-diegetic deception(diegetic, magic circle)
Deception inside the consented fiction (fair play) versus deception on the player-as-consumer.
Digital vulnerability
Vulnerability as a universal, situational property of the choice architecture — not just a few 'vulnerable groups'.
Exploitation(exploitative design)
Taking unfair advantage of an asymmetry or vulnerability — even when the user is not deceived.
Fair patterns(bright patterns)
Designs that actively protect the user's interest — the constructive counterpart to dark patterns.
FOMO(fear of missing out, fading opportunities)
Manufactured fear of missing out, used to shortcut deliberation through scarcity and urgency.
Friction(design friction)
Any deliberate impediment to action; harmful or protective depending on whose interest it serves.
Gamblification(gamblification of games)
The migration of gambling structures and aesthetics into mainstream digital games.
Loot box(gacha, surprise mechanic)
A paid, randomised reward container with unknown contents at the point of purchase.
Manipulation
Influencing behaviour by bypassing or subverting rational agency.
Persuasive design(persuasion)
Influence that appeals to rational agency; the legitimate sibling of manipulation.
Retention mechanics(engagement mechanics)
Systems designed to bring players back and keep them playing; benign or harmful by dose and intent.
Sludge(administrative friction)
Excessive friction deliberately placed in the user's protective path — the opposite of a helpful nudge.
Variable-ratio reinforcement(variable ratio schedule)
Rewarding on an unpredictable schedule — the most persistent form of behavioural reinforcement.
Whales(high-spenders)
The small share of players who generate most monetization revenue, often through randomised mechanics.