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Exploitative Patternsin Games
I15MediumEvidence: Emerging

Language inaccessibility / complex copy

Important purchase, privacy, odds, or consent information is presented in language the player cannot reasonably understand.

Code
I15
Category
Informational / interface
Severity
Medium
Evidence
EmergingGray et al.'s ontology names wrong-language and complex-language patterns; game-specific evidence overlaps with trick wording and consent-flow research.
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
DeceptiveManipulative
Target Audience
developers
Also known as
complex language, wrong language, unreadable disclosure

How it works

Disclosures use legalistic, technical, untranslated, or age-inappropriate wording while the action button remains simple and salient. The result is a consent or purchase flow that appears transparent but is not intelligible to the affected player.

Why it can be harmful

Disclosure does not protect autonomy if the player cannot understand it. In games, complex or inaccessible wording is especially harmful for children, cross-language audiences, and fast-paced play contexts where players are pushed to continue quickly.

Examples in the wild

  • Loot-box odds or subscription terms written in dense legal language
  • Game tracking or personalised-offer consent shown only in the wrong language
  • Child-facing game purchase prompts with adult legal vocabulary
  • Game account-linking terms hidden behind untranslated platform jargon

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. Deceptive Design (n.d.). Trick wording. Deceptive Design. deceptive.design/types/trick-wording/ · citing patterns
  3. 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
  4. Nguyen, J.; Ruberg, B. (2020). Challenges of designing consent: Consent mechanics in video games as models for interactive user agency. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3313831.3376827 · citing patterns

Related patterns