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Exploitative Patternsin Games
I9HighEvidence: Moderate

Offer-wall / cross-promotion redirection

Dangling an in-game reward for going to another app or game and spending money or time there, confirmed by a third-party tracker.

Code
I9
Category
Informational / interface
Severity
High
Evidence
ModerateChildren's-app advertising harms (Radesky); named explicitly in the Game-check report.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Forced action
Platforms
Mobile / F2P
Player costs
FinancialTime / attentionData / privacyAutonomy / choice
Modes
ExploitativeCoercive
Also known as
offerwall, incentivised cross-promo

How it works

An “offer wall” sends the player to a secondary product to install, play, or purchase; an intermediary SDK verifies completion and grants premium currency in the original game.

Why it can be harmful

It funnels players into third-party spending and time with opaque data-sharing they rarely understand, and is especially exploitative of children chasing the reward.

Examples in the wild

  • “Earn free gems” offer walls
  • Install-and-spend game cross-promotions
  • Rewards for watching external streams

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

References

  1. Radesky, J.; Hiniker, A.; McLaren, C.; Akgun, E., et al. (2022). Prevalence and characteristics of manipulative design in mobile applications used by children. JAMA Network Open. doi.org/10.1001/jamanetworkopen.2022.17641 · citing patterns
  2. van Rooij, A. J.; Birk, M. V.; van der Hof, S.; Oostenbach, K., et al. (2025). Game-check: Development, application and visualization of a classification system for behavioral design in games. Trimbos Institute, Eindhoven University of Technology & Leiden University (for the Dutch Ministry of the Interior and Kingdom Relations). osf.io/5qzda/ · citing patterns

Related patterns