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Exploitative Patternsin Games
I3MediumEvidence: Moderate

Misdirection / false visual hierarchy

Visual salience steers the player toward the provider-preferred option.

Code
I3
Category
Informational / interface
Severity
Medium
Evidence
ModerateRecognised across mobile-app dark-pattern 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
Player costs
Autonomy / choiceFinancial
Modes
Manipulative
Target Audience
developers
Also known as
false hierarchy, salience steering

How it works

Color, size, and placement make the spend or opt-in button dominant while the alternative is muted.

Why it can be harmful

It biases choices by exploiting attention rather than informing it, quietly redirecting decisions.

Examples in the wild

  • A game shop modal with a bright 'Buy' button beside a greyed-out 'No'
  • A pre-highlighted most-expensive in-game currency pack

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

References

  1. 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
  2. Di Geronimo, L.; Braz, L.; Fregnan, E.; Palomba, F., et al. (2020). UI dark patterns and where to find them: A study on mobile applications and user perception. Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3313831.3376600 · citing patterns
  3. 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

Related patterns