Skip to content
Exploitative Patternsin Games
I6MediumEvidence: Moderate

Value obfuscation / false narratives

What a purchase actually yields is misrepresented through framing or false comparison.

Code
I6
Category
Informational / interface
Severity
Medium
Evidence
ModerateReported in consumer-law and player-perception work on monetization.
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
Deceptive
Target Audience
developers
Also known as
fake discounts, false value framing

How it works

Inflated ‘original’ prices, fake discounts, or vague yields make purchases look more valuable than they are.

Why it can be harmful

It induces a false belief about value, distorting the player’s cost-benefit judgement at the point of sale.

Examples in the wild

  • A game shop '80% off' claim against a price never charged
  • In-game bundles whose stated value double-counts items

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

References

  1. Bank, D. (2023). Problematic monetization in mobile games in the context of the human right to economic self-determination. Computers in Human Behavior. doi.org/10.1016/j.chb.2023.107958 · 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

Related patterns