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Exploitative Patternsin Games

policymakers

15 patterns tagged with this topic.

M1Severe

Loot boxes / gacha

Paid, randomised reward containers whose contents — and often whose odds — are unknown before purchase.

Monetary / randomisedEvidence: StrongGameplay & business
I10Severe

Personalised spend-optimisation

Silently using a player's behavioural data to tune offers, prices, odds, difficulty, or matchmaking to maximise that individual's spending.

Sneaking / HidingEvidence: EmergingServes business
I5High

Disguised ads / content

Ads are styled as gameplay or rewards so the player cannot tell promotion from play.

Sneaking / HidingEvidence: StrongServes business
I14High

Forced registration / data disclosure

Access to play, rewards, or social features is made conditional on creating an account, linking an identity, or sharing unnecessary personal or contact data.

Forced actionEvidence: ModerateServes business
M2High

Hidden / undisclosed odds

The probability of outcomes in a paid randomised reward is withheld, buried, or hard to verify.

Sneaking / HidingEvidence: StrongServes business
I4High

Obstructed exit / cancellation (sludge)

Asymmetric friction makes quitting, refunding, or disabling far harder than starting.

ObstructionEvidence: ModerateServes business
M5High

Pay-to-win

Purchasable power converts money into competitive advantage, undermining the implicit contract of skill.

Monetary / randomisedEvidence: ModerateServes business
M10High

Predatory / forced advertising

Unskippable or rewarded ads — sometimes disguised as content — are bundled into progression.

Forced actionEvidence: StrongServes business
I12Medium

Bad defaults / preselection

The provider-preferred option is already selected or treated as the normal path, so inaction becomes consent, spending, or data sharing.

Interface interferenceEvidence: ModerateServes business
I8Medium

Comparison prevention

Making it hard to compare prices, odds, or options so players can't judge value.

ObstructionEvidence: ModerateServes business
I7Medium

Fake social proof

Fabricated or unverifiable signals of others' activity — “1M players bought this!”, fake live counters — used to pressure decisions.

Interface interferenceEvidence: ModerateServes business
I1Medium

Hidden costs

The true cost of a purchase is revealed late, or never.

Sneaking / HidingEvidence: ModerateServes business
M3Medium

Premium-currency obfuscation

Real money is converted into in-game currency at non-round ratios that break the player's price intuition.

Sneaking / HidingEvidence: ModerateServes business
M12Medium

Subscription / battle-pass traps

Easy entry and obstructed cancellation, with 'earned' value that expires if you stop paying or playing.

ObstructionEvidence: ModerateGameplay & business
I11Medium

Trick wording / misleading copy

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

Interface interferenceEvidence: ModerateServes business