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Exploitative Patternsin Games
M18MediumEvidence: Emerging

Polymorphic / fragmented currency

Many purpose-specific, non-interchangeable currencies fragment a player's funds so true value and price are impossible to track.

Code
M18
Category
Monetary & randomised
Severity
Medium
Evidence
EmergingCatalogued in qualitative analysis of Chinese and Japanese free-to-play mobile games.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Sneaking / Hiding
Platforms
Mobile / F2P
Player costs
Financial
Modes
ManipulativeExploitative
Target Audience
policymakers
Also known as
fragmented currency, multiple currencies, non-fungible in-game currency

How it works

Rather than a single wallet, the game splits spending power across many narrowly-scoped currencies — one for gacha, another for the shop, others for events or upgrades — that cannot be exchanged for one another. Players can rarely tell what anything truly costs, or consolidate what they already hold.

Why it can be harmful

Fragmentation defeats price comparison and value intuition, and leaves stranded balances that nudge further purchases to “round up” to a usable amount. It is distinct from simple currency-conversion obfuscation: the mechanism here is partitioning funds into silos so that no single balance is ever quite enough for what the player wants.

Examples in the wild

  • Separate currencies for gacha, shop, events, and upgrades that can't be pooled
  • Earned soft currency that can't buy what premium currency can
  • Event tokens that expire and never convert

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

References

  1. Zhang, G. X. (2025). First contact with dark patterns and deceptive designs in Chinese and Japanese free-to-play mobile games. Proceedings of the ACM on Human-Computer Interaction (CHI PLAY). doi.org/10.1145/3748620 · citing patterns
  2. Petrovskaya, E.; Zendle, D. (2022). Predatory monetisation? A categorisation of unfair, misleading and aggressive monetisation techniques in digital games from the player perspective. Journal of Business Ethics. doi.org/10.1007/s10551-021-04970-6 · citing patterns

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