children
5 patterns tagged with this topic.
M11High
Accidental-purchase / default-to-purchase UI
Purchase is the default or easily mis-tapped path, so spending happens without express, informed consent.
Interface interferenceEvidence: StrongServes business
T6High
Can't pause or save
Designs that prevent safely stopping — no pause or save, or progress lost (or attacked) when you leave — so players can't quit on their own terms.
TemporalEvidence: ModerateGameplay & business
I5High
Disguised ads / content
Ads are styled as gameplay or rewards so the player cannot tell promotion from play.
Sneaking / HidingEvidence: StrongServes business
S2High
Parasocial-character pressure
Beloved characters urge purchases or continued play, exploiting parasocial attachment.
Social / parasocialEvidence: StrongServes business
M10High
Predatory / forced advertising
Unskippable or rewarded ads — sometimes disguised as content — are bundled into progression.
Forced actionEvidence: StrongServes business