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Exploitative Patternsin Games
I11MediumEvidence: Moderate

Trick wording / misleading copy

Confusing, ambiguous, or expectation-violating wording makes the player take an action they did not mean to take.

Code
I11
Category
Informational / interface
Severity
Medium
Evidence
ModerateWell-established cross-domain deceptive-design pattern; game-specific evidence overlaps with purchase, consent, and interface-interference 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 · Live-service · UGC platforms
Player costs
Autonomy / choiceFinancialData / privacy
Modes
DeceptiveManipulative
Target Audience
policymakersdevelopers
Also known as
trick questions, misleading labels, ambiguous copy

How it works

Button labels, toggles, prompts, or shop copy are phrased so a quick scan suggests one meaning while the actual consequence is different. In games this can attach purchases, data sharing, notifications, account linking, or unwanted difficulty and matchmaking choices to wording that looks harmless or protective.

Why it can be harmful

The harm is epistemic and autonomy-based: the player is not choosing the action they believe they are choosing. When attached to premium currency, subscriptions, ads, data permissions, or account-linking flows, misleading copy can turn ordinary scan-reading into financial or privacy harm.

Examples in the wild

  • A claim button that quietly spends premium currency rather than collecting a free reward
  • Double-negative game consent toggles for tracking, notifications, or personalised offers
  • A game decline option worded so it appears to reject a penalty but actually accepts one
  • Quest or event copy that hides a required ad watch, account link, or purchase behind vague wording

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

References

  1. Deceptive Design (n.d.). Trick wording. Deceptive Design. deceptive.design/types/trick-wording/ · citing patterns
  2. 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
  3. Mathur, A.; Acar, G.; Friedman, M. J.; Lucherini, E., et al. (2019). Dark patterns at scale: Findings from a crawl of 11K shopping websites. Proceedings of the ACM on Human-Computer Interaction (CSCW). doi.org/10.1145/3359183 · citing patterns
  4. Gray, C. M.; Kou, Y.; Battles, B.; Hoggatt, J., et al. (2018). The dark (patterns) side of UX design. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3173574.3174108 · citing patterns
  5. 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

Related patterns