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Exploitative Patternsin Games
I1MediumEvidence: Moderate

Hidden costs

The true cost of a purchase is revealed late, or never.

Code
I1
Category
Informational / interface
Severity
Medium
Evidence
ModerateCanonical dark pattern carried into games.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Sneaking / Hiding
Platforms
Mobile / F2P · PC / console
Player costs
Financial
Modes
Deceptive
Target Audience
policymakers
Also known as
drip pricing, late-revealed costs

How it works

Additional charges, currency conversions, or requirements appear only after the player is committed.

Why it can be harmful

Withholding a material fact about price deceives the player and undermines informed consent.

Examples in the wild

  • A 'free' item that needs paid currency to use
  • Game shop costs that surface only at the final step

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

References

  1. 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
  2. Bank, D. (2023). Problematic monetization in mobile games in the context of the human right to economic self-determination. Computers in Human Behavior. doi.org/10.1016/j.chb.2023.107958 · citing patterns

Related patterns