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Exploitative Patternsin Games
I12MediumEvidence: Moderate

Bad defaults / preselection

The provider-preferred option is already selected or treated as the normal path, so inaction becomes consent, spending, or data sharing.

Code
I12
Category
Informational / interface
Severity
Medium
Evidence
ModerateGray et al. identify bad defaults and preselection as interface-interference patterns; game-specific evidence overlaps with accidental purchase and consent-flow studies.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Interface interference
Platforms
Mobile / F2P · PC / console · Live-service · UGC platforms
Player costs
Autonomy / choiceFinancialData / privacy
Modes
ManipulativeDeceptive
Target Audience
policymakersdevelopers
Also known as
preselected option, default-to-opt-in, default-to-purchase

How it works

Settings, purchase confirmations, account-linking prompts, or privacy choices ship with the risky option preselected. The player must notice and actively undo the default, often while trying to continue play.

Why it can be harmful

Defaults exploit inertia and misplaced trust: players often assume defaults are safe or recommended. In games, this can turn a quick continue action into opt-in tracking, notifications, matchmaking exposure, subscription renewal, or a paid purchase path.

Examples in the wild

  • A paid bundle tier preselected in a shop modal
  • In-game personalised offers or tracking enabled by default
  • Game subscription auto-renewal or notifications preselected during account linking
  • A default matchmaking or social-visibility setting that exposes more than expected

Illustrative genre examples to aid recognition — not allegations about specific titles.

References

  1. Gray, C. M.; Santos, C. T.; Bielova, N.; Mildner, T. (2024). An ontology of dark patterns knowledge: Foundations, definitions, and a pathway for shared knowledge-building. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3613904.3642436 · citing patterns
  2. Mathur, A.; Acar, G.; Friedman, M. J.; Lucherini, E., et al. (2019). Dark patterns at scale: Findings from a crawl of 11K shopping websites. Proceedings of the ACM on Human-Computer Interaction (CSCW). doi.org/10.1145/3359183 · citing patterns
  3. Luguri, J. B.; Strahilevitz, L. J. (2021). Shining a light on dark patterns. Journal of Legal Analysis. doi.org/10.1093/jla/laaa006 · citing patterns
  4. King, J. (2023). Investigating players' perceptions of deceptive design practices within a 3D gameplay context. Proceedings of the ACM on Human-Computer Interaction (CHI PLAY). doi.org/10.1145/3611053 · citing patterns

Related patterns