Dark patterns in video game monetization
Shemeikka, Asla (2024-12-09)
Shemeikka, Asla
A. Shemeikka
09.12.2024
© 2024 Asla Shemeikka. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202412097130
https://urn.fi/URN:NBN:fi:oulu-202412097130
Tiivistelmä
User interface elements designed to trick and manipulate users' choices are called dark patterns. This type of malicious design has come as a malicious side product of persuasive design studies and research; dark patterns utilize quirks in human psychology and user interface interaction to steer users into interactions that extract monetary value from the user. These patterns have become extremely common in web design and digital software user interfaces. The objective of this study is to find prior research on dark patterns and link them to the context of video game monetization systems and microtransactions to find out how dark patterns contribute to the user experience in this industry and to find out if video game dark patterns require more research and different classification than the regular counterparts and if their taxonomies are different from dark patterns recognized before in other industries.
Video game monetization has been under scrutiny from the gaming community at large for its anti-consumer practices, these practices that can be perceived as malicious are the reason why this study has got its motivation and purpose. Prior research has proven that dark patterns work and are used widely throughout the internet and software. Dark patterns and malicious user interface design can also be found in the majority of live service video games published, especially in the mobile market, which uses microtransactions as their primary monetization method. In recent years the public's opinion around microtransactions has turned generally negative and the incentives to spend money inside video games have grown substantially.
More specific and analytic research on malicious video game monetization which encompasses dark patterns should be performed to understand better the scale of their existence and the effectiveness of them against more traditional and so-called more ethical methods, dark pattern classification in video games should be revised as gaming differs mechanically from web services and web-based shopping. Monetization mechanics which combine gameplay behaviour and monetization are still a widely unknown subject. Relations to gambling and gaming disorders with dark patterns should also be more closely analysed for the possibilities of enabling addiction disorders in gamers by employing coercing tactics, especially in young adults and gamers with prior experience with addiction or gambling.
Video game monetization has been under scrutiny from the gaming community at large for its anti-consumer practices, these practices that can be perceived as malicious are the reason why this study has got its motivation and purpose. Prior research has proven that dark patterns work and are used widely throughout the internet and software. Dark patterns and malicious user interface design can also be found in the majority of live service video games published, especially in the mobile market, which uses microtransactions as their primary monetization method. In recent years the public's opinion around microtransactions has turned generally negative and the incentives to spend money inside video games have grown substantially.
More specific and analytic research on malicious video game monetization which encompasses dark patterns should be performed to understand better the scale of their existence and the effectiveness of them against more traditional and so-called more ethical methods, dark pattern classification in video games should be revised as gaming differs mechanically from web services and web-based shopping. Monetization mechanics which combine gameplay behaviour and monetization are still a widely unknown subject. Relations to gambling and gaming disorders with dark patterns should also be more closely analysed for the possibilities of enabling addiction disorders in gamers by employing coercing tactics, especially in young adults and gamers with prior experience with addiction or gambling.
Kokoelmat
- Avoin saatavuus [38841]