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Exploitative Patternsin Games
I13MediumEvidence: Emerging

Choice overload / option flooding

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

Code
I13
Category
Informational / interface
Severity
Medium
Evidence
EmergingNamed in Gray et al.'s ontology; game-specific evidence is emerging through shop, bundle, and settings-interface analyses.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Interface interference
Platforms
Mobile / F2P · Live-service · PC / console
Player costs
Autonomy / choiceFinancialTime / attention
Modes
Manipulative
Target Audience
developers
Also known as
option flooding, offer overload, choice overload

How it works

A shop, event screen, or settings flow presents dense, shifting, and partially incomparable options. The resulting cognitive load makes the default, highlighted, or most urgent option more likely to be accepted.

Why it can be harmful

Choice overload undermines informed consent without hiding every detail. Players technically see options, but the volume and structure of information make meaningful comparison unrealistic, especially under time pressure or during play interruption.

Examples in the wild

  • A live-service shop with dozens of time-limited bundles and currencies
  • Game settings split across many screens with repeated prompts to accept the default
  • Event reward screens with many exchange rates and upgrade paths
  • A game consent or account-linking flow with dense toggles and unclear tradeoffs

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.; Kshirsagar, M.; Mayer, J. (2021). What makes a dark pattern... dark? Design attributes, normative considerations, and measurement methods. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3411764.3445610 · citing patterns
  3. Gray, C. M.; Chen, J.; Chivukula, S. S.; Qu, L. (2021). End user accounts of dark patterns as felt manipulation. Proceedings of the ACM on Human-Computer Interaction (CSCW2). doi.org/10.1145/3479516 · citing patterns

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