Skip to content
Exploitative Patternsin Games
P2MediumEvidence: Moderate

Sunk-cost / entrapment

Designs make prior investment justify further spending or time.

Code
P2
Category
Psychological / reinforcement
Severity
Medium
Evidence
ModerateMechanism described across predatory-monetization analyses.
Purpose served
Gameplay & businessServes play and the provider at once — the contested middle where context decides whether it's deceptive.
Mechanism family
Psychological / reinforcement
Platforms
Mobile / F2P · Live-service
Player costs
FinancialTime / attention
Modes
Manipulative
Also known as
the trap, commitment escalation

How it works

Progress, collections, or partial purchases are framed so quitting feels like wasting what is already invested.

Why it can be harmful

It exploits the sunk-cost fallacy to keep players committing more money and time against their own interest.

Examples in the wild

  • A quest or event banner saying 'You're 80% to the prize — keep going'
  • Character, skin, or creature collections that feel wasteful to abandon

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

References

  1. King, D. L.; Delfabbro, P. H. (2018). Predatory monetization schemes in video games (e.g. 'loot boxes') and internet gaming disorder. Addiction. doi.org/10.1111/add.14286 · citing patterns

Community catalogue

The community site DarkPattern.games catalogues a related pattern, “Invested / Endowed Value”, with 10+ example game mentions captured in our source crawl, including Dye Hard - Color War, Hatch Dragons, Paper.io 2, Jujutsu Kaisen Phantom Parade.

Community-contributed and votes-based; the listed game titles are page-level examples from that catalogue, not a full game-profile crawl or our assessment. View on DarkPattern.games →

Related patterns