Dark Patterns in Games: An Empirical Study of Their Harmfulness
Emerson Veiga
a
, Nabson Silva
b
, Bruno Gadelha
c
, Hor
´
acio Oliveira
d
and Tayana Conte
e
Institute of Computing, Federal University of Amazonas (UFAM), Manaus, Amazonas, Brazil
Keywords:
Dark Patterns, Games, Personal Opinion Survey, Empirical Study.
Abstract:
Dark patterns (DPs) are manipulative design strategies that exploit players’ cognitive biases, often at their
expense. DP in games can negatively affect players’ experiences by coercing them into unwanted behaviors,
often without informed consent. While previous research has categorized DPs and explored their impacts,
an empirical evaluation of their perceived harmfulness remains unexplored. This study aims to create a cat-
alog of DP and evaluate players’ perceptions of them to gather insights into how they are experienced and
understood by players. We extracted DPs and their definitions from prior academic work, refining them with
examples from community forums. To evaluate players’ perceptions, we developed a survey to assess each
DP’s harmfulness, problematic nature, and prevalence. We surveyed 30 participants representing a range of
gaming engagement levels. Statistical tests were conducted to compare harmfulness scores across different
patterns, identifying significant differences among them. Additionally, qualitative analysis provided insights
into players’ experiences and perceptions, highlighting key concerns regarding specific Dark Patterns. The
results provide valuable insights into players’ perceptions of DPs and how they may be unaware of these pat-
terns, aiming to raise awareness and reduce their use in game design.
1 INTRODUCTION
The design of video games often aims to create en-
gaging and enjoyable experiences. However, not
all design practices prioritize the players’ best inter-
ests. A notable example is the use of Dark Patterns
(DPs). According to Brignull (2010), Dark Patterns
are intentional design strategies that exploit cogni-
tive biases or manipulate users into making decisions
against their best interests. Initially introduced in
user interface design (Brignull, 2010), Dark Patterns
have since been identified and studied in the context
of video games, where their impact can be particu-
larly pronounced (Zagal et al., 2013). These patterns
can coerce players into actions that are not fully con-
sensual, such as excessive spending, tedious game-
play, or social pressures to engage. While some ar-
gue that these mechanics are necessary for commer-
cial success, their negative impact on players raises
ethical concerns, ranging from frustration to financial
harm (Zagal et al., 2013; Aagaard et al., 2022).
a
https://orcid.org/0009-0000-6555-9815
b
https://orcid.org/0000-0001-8617-4201
c
https://orcid.org/0000-0001-7007-5209
d
https://orcid.org/0000-0003-2022-7950
e
https://orcid.org/0000-0001-6436-3773
Although prior studies have identified and catego-
rized Dark Patterns, their focus has often been theo-
retical or qualitative, with limited empirical evidence
on how harmful players perceive these patterns to
be (Zagal et al., 2013; Aagaard et al., 2022; Dahlan
and Susanty, 2022). Furthermore, the definitions and
examples of Dark Patterns in the literature need more
systematization to bridge theoretical knowledge with
practical applications in game design. This reveals a
gap in the existing literature regarding the severity of
harm caused by Dark Patterns and how players inter-
act with them.
While previous research has categorized dark pat-
terns and examined their ethical and psychological
impacts, a comprehensive catalog tailored to games,
enriched with real-world examples, and systemati-
cally analyzed for harmfulness is still lacking. To fill
this gap, we developed a detailed catalog of Dark Pat-
terns in games, categorized and supported by exam-
ples drawn from player communities. We conducted a
survey to assess players’ perceptions of each pattern’s
harmfulness, problematic nature, and prevalence. We
applied statistical analyses to identify differences in
harmfulness across patterns and generate rankings.
Additionally, we analyzed the feedback provided by
participants in open-ended questions to gain further
470
Veiga, E., Silva, N., Gadelha, B., Oliveira, H. and Conte, T.
Dark Patterns in Games: An Empirical Study of Their Harmfulness.
DOI: 10.5220/0013365800003929
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 470-481
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
insights into their perceptions.
Our findings reveal significant variations in how
players perceive the harmfulness of Dark Patterns.
For instance, patterns like Impersonation stood out for
their controversial nature and the challenges partic-
ipants faced in fully grasping their examples, high-
lighting the need for more transparent communica-
tion of such patterns in the industry. On the other
hand, most patterns were perceived with high clar-
ity, demonstrating the reliability of the catalog as a
tool for understanding these practices. These find-
ings underscore the nuanced impact of Dark Patterns:
while some are widely recognized as harmful, oth-
ers may go unnoticed despite their pervasive presence
in games. This research provides a foundation for
addressing the ethical implications of game design,
offering insights that can guide developers in mini-
mizing harm and fostering a more player-centered ap-
proach to design. Additionally, the rankings of harm-
fulness, problematic nature, and prevalence serve as a
practical framework for evaluating and mitigating the
use of Dark Patterns in games.
This paper is organized as follows: Section 2
presents the definition of Dark Patterns and related
work; Section 3 outlines the methodology of this
study; Section 4 presents the catalog of Dark Pat-
terns, including definitions and examples of each one;
Section 5 presents the quantitative and qualitative re-
sults; Section 6 delves into the implications of the re-
sults; Section 7 addresses the threats to validity and
the measures taken to mitigate them; and Section 8
concludes the paper by summarizing the key findings,
contributions, and directions for future work.
2 BACKGROUND
This section explores the foundational concepts of
dark patterns and discusses related work. It provides
readers with the essential background to understand
the motivations and significance of this study.
2.1 Dark Patterns in Games
According to Brignull (2010), Dark Patterns (DPs)
are deliberate design strategies implemented in user
interfaces to exploit cognitive biases, guiding users
toward decisions that may not align with their in-
tentions or best interests. These manipulative tech-
niques are often subtle, capitalizing on users’ lack
of information, urgency, or emotional triggers (Gray
et al., 2018). Unlike user-centered design, which pri-
oritizes enhancing user experience and satisfaction,
Dark Patterns are purposefully crafted to benefit busi-
nesses at the expense of user autonomy (Mathur et al.,
2019). Examples include deceptive language, hid-
den fees, and confusing or misled interface designs.
The essence of Dark Patterns lies in their intention-
ality; they are not accidental flaws but carefully en-
gineered mechanisms to achieve specific outcomes,
such as increased spending, prolonged engagement,
or the surrender of personal data. While their origin is
rooted in e-commerce and user interface design (Gray
et al., 2018), their application has expanded into vari-
ous domains, including video games, where their im-
pacts can range from frustration to significant finan-
cial harm (Zagal et al., 2013).
Zagal et al. (2013) defines dark patterns in games
as systemic features designed to create negative expe-
riences, such as frustration, coercion, or regret, often
without the player’s informed consent. These patterns
are not accidental; they are purposefully implemented
to increase player retention, engagement, or moneti-
zation, frequently at the expense of user satisfaction.
In this study, we adopted the three primary categories
of Dark Patterns in games as defined by Zagal et al.
(2013):
Temporal Dark Patterns in Games: manipulate
players’ time, often requiring repetitive tasks or
specific schedules to progress.
Monetary Dark Patterns in Games: exploit
players’ financial investments through mecha-
nisms such as microtransactions or loot boxes.
Social Capital Dark Patterns in Games: lever-
age social relationships, sometimes coercively, to
encourage engagement.
Dark patterns in games are particularly controver-
sial due to their intersection of entertainment and ex-
ploitation (Zagal et al., 2013). While some mechan-
ics may enhance gameplay when used ethically, their
misuse can lead to significant negative consequences
for players, such as financial loss, addiction, or re-
duced autonomy (Aagaard et al., 2022).
2.2 Related Work
Beyond games, dark patterns have been extensively
documented in other domains. Brignull (2010) high-
lighted their presence in e-commerce, where manip-
ulative designs nudge users toward undesired pur-
chases. Gray et al. (2018) analyzed dark patterns in
social media platforms, showing how they encourage
data sharing and prolonged engagement. In mobile
applications, Greenberg and Pashang (2020) identi-
fied patterns that leverage persistent notifications and
gamification to retain users. Additionally, Mathur
et al. (2019) revealed how health apps exploit user
Dark Patterns in Games: An Empirical Study of Their Harmfulness
471
anxiety to extract sensitive information, while McCoy
and Luger (2020) described the use of autoplay and
cancellation barriers in streaming services to increase
consumption.
The ethical concerns surrounding dark patterns in
games have garnered increasing attention in Human-
Computer Interaction (HCI) and game design re-
search. Zagal et al. (2013) laid the groundwork
for understanding dark patterns in games by cate-
gorizing them and exploring their ethical implica-
tions. They argue that these patterns intentionally
create negative experiences, often to maximize prof-
its. This work has been instrumental in framing dis-
cussions about the trade-offs between player satisfac-
tion and developer goals. Aagaard et al. (2022) ex-
amined how dark patterns are implemented in mobile
games and their effects on players and industry pro-
fessionals. Their findings highlight the complexity of
ethical game design, noting that dark patterns often
emerge from industry pressures rather than overt ma-
licious intent. They advocate for more transparent and
player-centered design practices to mitigate harm.
Dahlan and Susanty (2022) identified prevalent
dark patterns in casual mobile games using heuris-
tic evaluation. Their quantitative approach provides
insights into the severity and frequency of patterns
such as Grinding and Pay to Skip. This research
offers a framework for evaluating dark patterns and
highlights their potential harm to player experiences.
Flankkum
¨
aki and S
¨
oderholm (2020) investigated the
impact of dark patterns on user desirability in Candy
Crush Saga. Their research highlights how specific
manipulative design patterns influence players’ en-
gagement and decisions to continue or quit the game.
Through a user experience survey, they identified that
temporal and monetary dark patterns, such as time-
limited boosters and excessive difficulty without in-
game purchases, significantly decrease the game’s
perceived enjoyment. Hodent and Others (2024) ex-
plore ethical concerns in the gaming industry, high-
lighting issues such as dark patterns, microtransac-
tions, gambling-like mechanics, and exploitative de-
sign choices. Their work provides an evidence-based
perspective on safeguarding players and developers
from manipulative and harmful game design prac-
tices. This aligns with our research focus on dark
patterns in games, reinforcing the need for systematic
evaluations of their harmfulness and prevalence from
a player-centered perspective.
Together, these studies underline the growing
need for ethical guidelines and countermeasures to re-
duce the occurrence of dark patterns in games. De-
spite these efforts, a significant gap remains in cat-
aloging dark patterns systematically and assessing
their impact quantitatively, particularly from the play-
ers’ perspective. This study addresses this gap by pre-
senting a comprehensive catalog of game dark pat-
terns, their categorizations, and an empirical evalua-
tion of their perceived harmfulness and prevalence.
3 METHODOLOGY
Figure 1 illustrates the process of creating the catalog
of dark patterns in games and evaluating them through
an empirical study. The process began with a litera-
ture review to search for papers listing dark patterns
in games. The next step involved gathering real-world
examples from community discussions on Reddit fo-
rums and Discord groups. By combining the defini-
tions of dark patterns with these real-world examples,
we developed our catalog of Dark Patterns in Games.
We then designed a survey to evaluate each dark pat-
tern’s definitions, examples, and perceived harmful-
ness. We conducted a pilot study to refine and assess
the survey instruments. The survey included closed-
ended and open-ended questions, providing the data
for subsequent analyses. The quantitative analysis
measured the harmfulness of each dark pattern and
generated rankings based on their harmfulness, preva-
lence, and problematic nature. Finally, a qualitative
analysis of the open-ended responses highlighted par-
ticipant quotes and identified the most cited games as-
sociated with these patterns.
Figure 1: Diagram illustrating the methodology of this
study.
This study aims to catalog dark patterns in games
and quantitatively measure their perceived harmful-
ness. The dark patterns included in the catalog were
identified based on the works of Zagal et al. (2013);
Aagaard et al. (2022); Dahlan and Susanty (2022).
We primarily adapted definitions from Zagal et al.
(2013), as their work provides foundational insights
into dark patterns in game design. Aagaard et al.
(2022) contributed to understanding how dark pat-
terns operate in mobile games and the tension be-
tween engagement and manipulation, enriching the
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
472
contextual scope of our catalog. Dahlan and Susanty
(2022) provided a framework for identifying patterns
in casual mobile games, guiding the selection of pat-
terns most relevant to player experiences. We gath-
ered real-world examples for each pattern through re-
search in community discussions across online fo-
rums, such as Reddit
1
, and gaming-focused Discord
groups. This process involved carefully identifying
and analyzing relevant conversations to extract illus-
trative examples. We choose these examples for their
clarity and ability to demonstrate each Dark Pattern,
enriching the catalog by grounding it in authentic
player experiences. This step validated the patterns
and ensured the catalog reflects the diverse ways these
Dark Patterns manifest in real gaming scenarios.
We designed a survey to collect participants’ per-
ceptions to evaluate dark patterns’ prevalence, harm-
fulness, and problematic nature. To enhance clar-
ity and conciseness in question formulation, we con-
sidered the principles outlined by Kitchenham and
Pfleeger (2008) as a reference for survey design. We
conducted a pilot study with two participants to evalu-
ate the catalog and the questionnaire. Feedback high-
lighted two main issues: the definitions of the dark
patterns were overly lengthy, and the examples pro-
vided needed to be adequately illustrative. Based on
this feedback, we simplified the definitions, polished
the questions, and refined the examples to enhance
clarity and relevance. Additionally, three researchers
reviewed the revised survey to ensure consistency and
comprehensibility before finalizing it. The final ver-
sion incorporated these refinements to improve partic-
ipant understanding. We used convenience sampling
and referral-chain methods (Babbie, 2014) to recruit
participants, reach out to players, and share the online
survey link in gaming forums and Discord channels
to ensure a diverse yet accessible sample.
We divided the survey into three sections, combin-
ing closed-ended and open-ended questions to quan-
tify participants’ perceptions of harmfulness, prob-
lematic nature, and prevalence of the identified Dark
Patterns. Additionally, we included a consent form,
ensuring participants provided informed consent to
participate voluntarily. We assured participants
anonymity, and all data collected was anonymized to
maintain privacy and foster honest feedback.
The first section aimed to characterize participants
by gathering information about their gaming habits,
such as the time spent gaming per week and the types
of games they play. We asked the following questions
to help contextualize the feedback provided and en-
sured that the sample includes a diverse representation
of players, enhancing the study’s generalizability:
1
https://www.reddit.com/
1. How many hours per week do you spend playing
games?
(a) Less than 5 hours
(b) Between 5 and 10 hours
(c) Between 10 and 20 hours
(d) Between 20 and 30 hours
(e) More than 30 hours
2. What genres of games do you usually play?
(multiple-choice)
(a) MOBA (Multiplayer Online Battle Arena)
(b) FPS (First Person Shooter)
(c) Battle Royale
(d) Action/Adventure
(e) Sports Games
(f) Single Player RPG (Role Playing Game)
(g) Fighting Games
(h) Racing Games
(i) Others (open-ended)
The second section focused on validating each of
the 13 dark patterns in the catalog. We asked the
participants to evaluate each Dark Pattern based on
its clarity, harmfulness, and real-world presence. We
used a 10-point Likert scale (Likert, 1932) ranging
from ‘Not Harmful’ to ‘Very Harmful’ for the ques-
tion ‘How harmful do you think this dark pattern
is?’. This choice was guided by established prac-
tices in empirical software engineering, as discussed
by Wohlin et al. (2012), who recommend the system-
atic use of quantitative scales to capture nuanced par-
ticipant feedback while maintaining statistical rigor.
This scale improves sensitivity in measuring subjec-
tive evaluations, as outlined in evidence-based soft-
ware engineering practices (Kitchenham and Pfleeger,
2008). Additionally, this section included open-ended
questions, allowing participants to provide detailed
insights. The following questions composed the sec-
ond section of the survey:
1. Is the definition and example of Grinding clearly
stated? (Yes/No)
2. If not, what is unclear?
3. Considering the provided definition, do you con-
sider this issue to be a problem? (Yes/No)
4. If you’d like to justify, why do you think so?
5. Have you noticed this dark pattern in any game?
(Yes/No)
6. If yes, in which game?
7. How harmful do you think this dark pattern is? (1
– Not Harmful / 10 – Very Harmful)
Dark Patterns in Games: An Empirical Study of Their Harmfulness
473
The third section allowed participants to share
their insights and experiences. This section aimed
to capture qualitative data that could supplement the
quantitative findings, though the primary focus of the
analysis was on statistical evaluations. The follow-
ing questions were presented to the participants in this
section of the survey:
1. Do you agree that a forum-like website, where
players could vote on games that use these pat-
terns in their development, would help reduce
their usage by companies? (Yes, I agree/No, I dis-
agree)
2. If you’d like to justify, why do you think so?
3. How would you feel knowing, before playing a
game, that the company responsible frequently
uses these patterns in the development of their
other games?
4. How can this catalog be used to reduce the occur-
rence of the listed Dark Patterns?
5. Do you have any suggestions to improve the Dark
Patterns in Games catalog?
We used descriptive statistics, including mean,
mode, median, and standard deviation, to summarize
participant responses to the question ‘How harmful
do you think this dark pattern is?’. We conducted
a series of statistical tests to test the hypothesis re-
garding differences in perceived harmfulness among
dark patterns. Initially, we employed the Shapiro-
Wilk test (Shapiro and Wilk, 1965) to assess whether
the score samples for each pattern followed a normal
distribution. Since data significantly deviated from
normality, we chose non-parametric tests for further
analysis. To examine differences in perceived harm-
fulness among dark patterns, we utilized the Kruskal-
Wallis test (Kruskal and Wallis, 1952). To compare
pairs of distributions, we applied Dunn’s post-hoc
test (Dunn, 1964). Ultimately, we generated three
rankings of Dark Patterns to highlight the most and
the least harmful, problematic, and prevalent ones.
Finally, we analyzed the open-ended responses to
gain further insights into participants’ perceptions of
each dark pattern. It complemented the quantitative
findings and provided additional context for under-
standing how players experience them. Additionally,
we could identify the games with the most dark pat-
terns perceived by participants.
4 CATALOG OF DARK
PATTERNS IN GAMES
This section presents the catalog of Dark Patterns
evaluated in the survey. Each dark pattern includes its
name, category, definition, and real game examples.
4.1 Grinding
Category: Temporal Dark Patterns
Definition: Grinding refers to any repetitive and
tedious activity required to achieve a goal in a game.
It is typically used when no more convenient meth-
ods of progression are available. This approach often
coerces players to spend significantly more time than
initially intended.
Example: In role-playing games (RPGs) like
Black Desert Online (Abyss, 2015), players must de-
feat monsters to earn in-game currency and items. As
players progress, they realize they must dedicate more
time to keep up with others, creating an endless cycle
as the game is frequently updated with new content.
4.2 Playing by Appointment
Category: Temporal Dark Patterns
Definition: Playing by Appointment occurs when
a game requires players to log in at specific times to
achieve objectives, penalizing those who miss these
designated times. This mechanic pushes players to
adjust their routines around the game. Without penal-
ties for missing these times, this becomes a non-issue.
Example: In online games, events may happen
at set times, such as 8:00 a.m. and 6:00 p.m., and
missing out means forfeiting valuable rewards, lead-
ing players to adjust their schedules. However, this
issue is mitigated in games where these rewards can
be obtained later.
4.3 Endowed Progress
Category: Temporal Dark Patterns
Definition: This pattern refers to a misleading
sense of progression ceded to encourage players to
continue playing beyond their initial intent. The ini-
tial advancement is often much faster than the pro-
gression required in later stages, forming a dark pat-
tern.
Example: In a game with a battle pass, the first
few levels are easy to achieve, creating a sense of
progress. However, subsequent levels require much
more time, coercing players to keep playing based on
their initial progress, even if it demands more time
than planned.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
474
4.4 Fear of Missing out
Category: Temporal Dark Patterns
Definition: Fear of Missing Out (F.O.M.O.) is
used in games through daily login rewards, battle
passes, frequent updates, and surprise events with ex-
clusive items. This mechanic pressures players to reg-
ularly check for updates to ensure they get all the po-
tential rewards. The randomness and frequency of
these events increase player anxiety, aggravating this
dark pattern.
Example: In Final Fantasy XIV (Enix, 2010), sur-
prise events can occur at any time, offering rare items
available only for a few hours upon defeating certain
enemies. The unpredictability and frequency of these
updates lead players to remain vigilant and anxious
about missing any opportunity.
4.5 Pay to Skip
Category: Monetary Dark Patterns
Definition: This pattern persuades players to
spend money to overcome challenging stages, easing
progression after payment. This creates the illusion
that paying is worthwhile; however, new levels even-
tually require more payments, resulting in frustration
and more significant expenses than anticipated. Pay
to Skip is often linked to Grinding, where players pay
to avoid repetitive tasks.
Example: A player encounters a difficult stage
and buys an item to advance. The following levels be-
come easier, but soon, another challenging stage ap-
pears, prompting more spending and creating a cycle
of unexpected costs.
4.6 Loot Boxes
Category: Monetary Dark Patterns
Definition: Loot Boxes are randomized item con-
tainers, available through gameplay or real money.
The problem lies in the lack of transparency about
the odds of obtaining rare items, often hidden or diffi-
cult to access. Some countries, like China and South
Korea, require companies to disclose these probabil-
ities and set daily purchase limits (Gach, 2018), but
this has yet to be a global standard, leading players to
spend more than they intended.
Example: A player purchases a loot box hop-
ing for a rare weapon but receives only common
items. Unaware of the true odds, they continue buying
boxes, spending far more than they initially planned.
4.7 Invested Value
Category: Monetary Dark Patterns
Definition: This pattern exploits the Sunk Cost
Fallacy (Arkes and Blumer, 1985), making players
feel compelled to continue playing due to the time or
money they have already invested. The problem arises
when games continually extend goals, making players
feel that quitting would waste their past investments.
Example: In games like World of Warcraft (En-
tertainment, 2004), players invest years completing
objectives. With each new paid expansion, more
goals are added, compelling players to keep playing
to avoid wasting their invested time and money.
4.8 Pay Wall
Category: Monetary Dark Patterns
Definition: This pattern imposes a cost for full
participation in the game. Although payment is op-
tional, non-paying players experience a limited game
or a competitive disadvantage. This pay wall is often
subtle and unexpected, creating frustration and pres-
sure to spend money and forming a dark pattern.
Example: A player starts a free game but soon re-
alizes important areas, characters, or items are locked
behind a pay wall. Their experience is limited with-
out payment, and in competitive games, they cannot
fairly compete with paying players.
4.9 Pre-Delivered Content
Category: Monetary Dark Patterns
Definition: This pattern occurs when a game is
marketed as complete but contains locked content that
requires additional payment to access. These locked
features, already present in the game from the start,
are disguised as downloadable content (DLCs), de-
ceiving players who thought they purchased the entire
game.
Example: Fighting games like Mortal Kom-
bat (Games, 1992) are sold as complete, but many
characters and maps are only accessible through extra
payment. These features were part of the game from
launch, leaving players feeling they bought an incom-
plete game and forcing them to pay more to access
everything.
4.10 Monetized Rivalries
Category: Monetary Dark Patterns
Definition: This pattern takes advantage of play-
ers’ competitive drive, encouraging them to spend
more to achieve or maintain a desired ranking, such as
Dark Patterns in Games: An Empirical Study of Their Harmfulness
475
on leaderboards, pushing them to spend beyond their
initial budget.
Example: In a game with a leaderboard, players
can buy items or upgrades to improve their ranking.
Seeing their rank threatened, players feel pressured to
spend more money to maintain their competitive sta-
tus, often investing more than they initially intended.
4.11 Social Obligation
Category: Social Capital Dark Patterns
Definition: This pattern pressures players to par-
ticipate in group activities to maintain their social sta-
tus in the game. Those who opt out experience slower
progress and lose access to certain content, feeling ob-
ligated to meet group goals.
Example: Guild systems exemplify this pattern,
where leaders assign tasks to members and penalize
non-participants, compelling players to invest more
time in the game to maintain their social standing.
4.12 Impersonation
Category: Social Capital Dark Patterns
Definition: This pattern pretends to befriend play-
ers, using their name and image to motivate them to
play more. While its effectiveness has declined over
time, as players recognize the tactic, it persists.
Example: Some games send notifications or mes-
sages that appear as if they are from friends, encour-
aging players to return or perform actions in-game,
attempting to manipulate players into spending more
time playing.
4.13 Social Pyramid Schemes
Category: Social Capital Dark Patterns
Definition: This pattern slows player progress un-
less they recruit others to play, offering exclusive ben-
efits in return. While pyramid schemes are illegal
business models, this system is often covertly embed-
ded in specific game designs.
Example: A game may require players to invite
friends to obtain specific items or advance to new lev-
els. Without these recruits, the player’s progress is
slower or even blocked, promoting the game’s spread
like a pyramid scheme.
5 RESULTS
In this section, we present the analysis of the results
obtained from 30 participant responses to the survey.
Due to the open-access nature of the survey, precise
control over recruitment was not feasible, and the re-
sponse rate could not be determined. Before complet-
ing the survey, all participants signed a consent form
that outlined the purpose of the study, the voluntary
nature of their participation, and their right to with-
draw at any time without any consequences. The con-
sent form also assured participants of the anonymity
of their responses and the confidentiality of all data
collected, reinforcing the study’s commitment to eth-
ical research practices. This analysis includes in-
sights into the harmfulness, prevalence, and clarity of
the dark patterns evaluated. The survey’s questions,
participants’ characterization and complete catalog of
dark patterns used in this research can be found at our
supplementary material
2
.
Most dark patterns achieved 100% clarity in their
definitions and examples. However, Impersonation
was an exception, with six participants reporting dif-
ficulty understanding its definition or example. The
following subsections present the results of partic-
ipants’ characterization, the quantitative analysis of
harmfulness, problematic nature, and prevalence, the
dark pattern rankings, and the analysis of participants’
feedback.
5.1 Participants’ Characterization
Figure 2 shows a Pie chart presenting the responses
to the question, ‘How many hours per week do you
spend playing games?’. The study included partic-
ipants with varying levels of gaming engagement:
16.7% of participants play less than 5 hours per week,
23.3% between 5 and 10 hours, 26.7% between 10
and 20 hours, and 30% between 20 and 30 hours. A
smaller proportion, 3.3%, reported playing more than
30 hours weekly. This distribution highlights a bal-
anced representation of casual, moderate, and inten-
sive gamers, ensuring that the sample captures a broad
spectrum of gaming habits. Such diversity strength-
ens the generalizability of the findings by encompass-
ing varied perspectives on dark patterns across differ-
ent levels of gaming engagement.
Figure 3 shows a bar chart presenting the re-
sponses to the question, ‘What genres of games do
you usually play?’. It illustrates the distribution of
game genres played by the participants, revealing a
diverse range of preferences. Popular genres included
RPGs, FPS, and Action/Adventure, while less fre-
quent choices ranged from Racing to RTS games.
This diversity underscores the varied gaming habits
of the participants, ensuring the study reflects a broad
2
https://github.com/efmantyke/ICEIS-2025
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
476
Figure 2: Pie chart showing the distribution of participants’
weekly gaming hours.
range of player experiences and perspectives on dark
patterns across different game genres.
Figure 3: Bar chart presenting the distribution of game gen-
res played by participants.
5.2 Harmfulness
Figure 4 shows a boxplot presenting the perceived
harmfulness ratings for each dark pattern. Patterns
like Grinding showed a tight interquartile range, indi-
cating consistent agreement among participants about
its harmfulness. In contrast, Impersonation and Pay
Wall patterns displayed wider interquartile ranges, re-
flecting more varied experiences and perceptions of
harm. The analysis reveals that the median harm-
fulness scores for all dark patterns, except Imperson-
ation, fall within the high range on a 1 to 10 scale,
indicating that participants generally perceive these
patterns as highly detrimental. This underscores the
significant negative impact of most dark patterns on
players’ experiences. Outliers were retained in the
analysis, as they provided contextual insights without
significantly deviating from group medians. For ex-
ample, while Impersonation had some unclear ratings,
these did not substantially impact its overall harmful-
ness evaluation.
Figure 4: Boxplot illustrating the harmfulness ratings for
each dark pattern.
We conducted a series of statistical tests to analyze
the perceived harmfulness of dark patterns. First, the
Shapiro-Wilk test revealed that the data significantly
deviated from a normal distribution (p < 0.05), ne-
cessitating non-parametric methods for further anal-
ysis. Using the Kruskal-Wallis test, we confirmed
significant differences in harmfulness scores among
the dark patterns (p < 0.05), indicating that partic-
ipants did not perceive all patterns equally. There-
fore, we applied the post-hoc Dunn test, identifying
specific patterns’ differences. For example, Grind-
ing demonstrated significant differences compared to
Pay Wall, Impersonation, and Pre-delivered Content.
Similarly, Impersonation differed significantly from
most other patterns, except Social Obligation, Grind-
ing, and F.O.M.O. Pay Wall, in particular, showed
significant differences with F.O.M.O., Impersonation,
Social Obligation, and Grinding.
Table 1 presents the ranking of harmfulness. The
ranking is based on the harmfulness median of each
dark pattern. We used the interquartile range fol-
lowed by the median as tiebreaker measures. Pay
Wall emerged as the most harmful pattern, reflecting
players’ frustration with being coerced into spending
money to progress in games. This aligns with partic-
ipants’ feedback, highlighting the disruption of their
autonomy and satisfaction. On the other hand, Grind-
ing was perceived as one of the least harmful patterns,
Dark Patterns in Games: An Empirical Study of Their Harmfulness
477
suggesting that players view it as a standard aspect of
many games rather than a manipulative tactic. The
disparity between these patterns underscores the fi-
nancial and emotional impact that monetary Dark Pat-
terns can have compared to temporal ones.
Table 1: Ranking of Dark Patterns based on harmfulness.
Dark Pattern Median IQR Mean
1. Pay Wall 10.0 2.0 8.83
2. Pre-delivered 9.5 3.0 8.16
3. Pay to Skip 9.5 3.75 7.83
4. Loot Boxes 9.0 4.25 7.83
5. Appointment 8.0 2.0 7.40
6. Endowed Progress 8.0 4.5 7.03
7. Monetized Rivalries 8.0 5.75 7.10
8. Social Pyramid 7.0 3.75 7.03
9. F.O.M.O. 7.0 3.75 6.63
10. Invested Value 7.0 4.0 7.26
11. Grinding 6.0 4.5 6.50
12. Social Obligation 5.5 4.75 5.86
13. Impersonation 5.0 6.75 4.86
5.3 Problematic Nature
Table 2 presents the ranking according to how prob-
lematic the dark patterns are. The ranking is related
to the problematic nature based on the answers to
the question, ‘Considering the provided definition, do
you consider this issue to be a problem?’. As in the
harmfulness ranking, Pay Wall appears in the first po-
sition. Patterns like F.O.M.O. (Fear of Missing Out)
and Playing by Appointment ranked lower, suggest-
ing that while these patterns can be frustrating, they
are less likely to disrupt players’ overall gaming ex-
perience.
Table 2: Ranking of Dark Patterns based on problematic
nature.
Dark Pattern Problematic Nature
1. Pay Wall 100.00%
2. Pre-delivered 93.30%
3. Pay to Skip 86.70%
4. Loot Boxes 86.70%
5. Appointment 86.70%
6. Monetized Rivalries 80.00%
7. Invested Value 80.00%
8. F.O.M.O. 76.70%
9. Endowed Progress 70.00%
10. Social Obligation 66.70%
11. Impersonation 66.70%
12. Grinding 60.00%
13. Social Pyramid 53.30%
5.4 Prevalence
Table 3 presents the ranking of prevalence. The rank-
ing presents the most common dark patterns based on
the answers to the question: ‘Have you noticed this
dark pattern in any game?’. It highlights that Mone-
tary Dark Patterns, such as Loot Boxes and Invested
Value, were the most commonly recognized dark pat-
terns. This suggests that players frequently encounter
these practices, potentially due to their widespread
adoption in contemporary game monetization strate-
gies. Participants identified patterns like Imperson-
ation less frequently, which may be linked to the low
perceived harmfulness and problematic nature.
Table 3: Ranking of Dark Patterns based on prevalence.
Dark Pattern Prevalence
1. Loot Boxes 100.00%
2. Invested Value 96.70%
3. Endowed Progress 90.00%
4. Grinding 86.70%
5. Pre-delivered 86.70%
6. Pay to Skip 83.30%
7. Pay Wall 83.30%
8. F.O.M.O. 76.70%
9. Appointment 70.00%
10. Social Obligation 53.30%
11. Social Pyramid 53.30%
12. Impersonation 43.30%
13. Monetized Rivalries 40.00%
In the question ‘If yes, in which game?’ partic-
ipants cited specific games where they had encoun-
tered dark patterns. Among the most mentioned were
World of Warcraft (Entertainment, 2004), League of
Legends (Games, 2009), and Genshin Impact (mi-
HoYo, 2020), reflecting their widespread influence in
the gaming community. World of Warcraft was high-
lighted for employing various dark patterns, mainly
Grinding, often tied to its subscription model and
endgame content. League of Legends was noted for
using grinding in ranked play and battle passes. Gen-
shin Impact, known for its gacha mechanics, stood
out as a key example of Grinding and a type of
Loot Boxes, emphasizing the psychological pressure
these systems can exert on players (Xia and Hadden,
2021). These repeated references underscore how
widely recognized dark patterns are in major games,
particularly those with large and diverse player bases.
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478
5.5 Qualitative Analysis of Participant
Comments
Participants frequently expressed difficulty in recog-
nizing the harmfulness of specific dark patterns, es-
pecially when these were integrated seamlessly into
gameplay. For instance, in the case of Grinding, some
participants noted that it often feels like a natural part
of progression rather than an exploitative design. P15
reflected, “Grinding is not necessarily bad; it is only
problematic when progression becomes impossible
without dedicating hours to it. Similarly, P16 high-
lighted Endowed Progress’s deceptive nature: ”It can
easily lead players to burnout as soon as they reach the
plateau of their level progression. These comments
underline how dark patterns may go unnoticed until
players experience negative impacts, such as burnout.
A recurring theme in responses was participants’
varying levels of awareness about the manipulative in-
tent behind dark patterns. For example, several com-
ments about F.O.M.O. revealed that it affects players’
psychological state. P25 remarked, “It directly im-
pacts the player’s psychological state negatively, as
it makes them anxious about the possibility of miss-
ing an opportunity. Likewise, in discussions about
Pay to Skip, P16 acknowledged how casual players or
those with limited time might feel coerced into spend-
ing money, noting, “It is a cheap trick to get quick
cash from players who do not have the time to grind.
The qualitative responses also highlighted signif-
icant emotional and psychological impacts caused by
dark patterns. P10 described the frustration and ex-
clusion caused by Social Obligation, stating, “It dis-
regards players who have less time to play or are
not particularly inclined toward online socialization.
Similarly, participants critiqued Loot Boxes for their
gambling-like mechanics, with P16 saying, “It is a
system that exploits players vulnerable to gambling
and probability mechanics to make its monetization
opaque, thereby increasing profits. These patterns
create emotional pressure and financial harm, empha-
sizing the need for ethic in game design.
6 DISCUSSION
Among the three main categories of Dark Patterns,
the Monetary category emerged as the most harmful,
based on participants’ ratings. Patterns such as Pay
Wall and Pre-Delivered Content consistently ranked
highest in perceived harmfulness and problematic na-
ture. The significant harmfulness of Pay Wall re-
flects participants’ frustrations with being coerced
into spending money to progress in games, which dis-
rupts their sense of autonomy and satisfaction. Like-
wise, Pre-Delivered Content was perceived as highly
harmful due to its deceptive nature, as it locks content
that is already present in the game, creating a sense of
unfair monetization. Similarly, Impersonation drew
polarized reactions, as it manipulates players by mim-
icking relationships or personal relevance, making its
social and emotional impact particularly contentious.
Temporal patterns, such as Grinding, were deemed
less harmful but problematic due to their exploitative
demand for repetitive gameplay. While frustrating,
these patterns were perceived as a standard aspect of
many games rather than deliberate manipulations.
Participants demonstrated a strong ability to iden-
tify and understand dark patterns across most cate-
gories. The clarity ratings of 100% for nearly all pat-
terns suggest that players know the mechanics used
to manipulate them. This is particularly evident in
patterns like Grinding and Playing by Appointment,
which players frequently encounter in games and can
easily recognize. However, six participants reported
difficulties understanding Impersonation’s definition
or example, underscoring the need to better articu-
late its characteristics. This may be related to the low
ranking of Impersonation among the three rankings.
The rankings highlight that players perceive some
patterns as more problematic due to their immediate
impact. For example, Monetary patterns like Pay Wall
harm the player experience and evoke a sense of co-
ercion, making them stand out as particularly egre-
gious. On the other hand, Temporal patterns were
seen as more subtle, often blending into the structure
of games without immediate recognition as harmful.
The frequent mention of World of Warcraft,
League of Legends, and Genshin Impact in par-
ticipant responses highlights how dark patterns are
deeply embedded in some popular games. The promi-
nence of Grinding in both MMORPGs and com-
petitive online games suggests that time-consuming
mechanics are widely accepted but still perceived
as problematic by players. We observed a relation
between perceived harmfulness and problematic na-
ture: patterns that directly exploited players finan-
cially, such as Pay Wall and Loot Boxes, were rated
both highly problematic. In contrast, patterns that
primarily affected players’ time or progression, such
as Grinding and Endowed Progress, were considered
less harmful but disruptive to the gaming experience.
This relation highlights how players recognize imme-
diate financial exploitation as more detrimental than
time-based inconveniences.
These findings underscore the nuanced percep-
tions players hold about dark patterns. While they
recognize the negative aspects of these patterns, their
Dark Patterns in Games: An Empirical Study of Their Harmfulness
479
tolerance or acceptance may vary depending on the
context. For instance, Patterns like Grinding are seen
as a trade-off for extended gameplay, suggesting that
the player’s gaming habits moderate their harmful-
ness. In contrast, Monetary patterns breach ethical
boundaries more clearly, as they directly exploit fi-
nancial commitments, often without offering mean-
ingful in-game benefits. The results also suggest a
growing awareness among players of manipulative
design strategies, which could drive demand for trans-
parency and ethical practices in game design.
7 THREATS TO VALIDITY
This study’s validity assessment follows the frame-
work proposed by Cook and Campbell (1979), en-
compassing threats to conclusion, internal, construct,
and external validity.
Internal validity refers to the ability to ensure
that the observed outcomes are causally related to the
treatment rather than extraneous factors. In this study,
internal validity was bolstered by conducting a pi-
lot test of the survey instrument. The pilot allowed
refinement of unclear definitions and examples, en-
suring that participants fully understood the dark pat-
terns being evaluated. However, potential biases, such
as participant fatigue or differences in interpretation,
may still exist. These were minimized by informing
participants of the estimated time required to com-
plete the survey, providing clear instructions, and en-
suring a concise survey design.
External validity concerns the generalizability of
results to broader populations. A primary limitation
of this study is convenience sampling and a relatively
small sample size (N=30). While this limits the gener-
alization of findings, the sample included participants
with diverse gaming engagement levels, which helps
capture varied perceptions.
Construct validity relates to the alignment be-
tween theoretical constructs and their operationaliza-
tion in the study. To address this threat, the dark pat-
terns catalog was developed systematically using es-
tablished literature and real-world examples sourced
from gaming communities. We refined definitions
and examples iteratively, ensuring they accurately
represented the intended constructs. Additionally, the
final survey included clarity assessments, confirming
that most participants found the definitions under-
standable. Despite these efforts, the pattern Imper-
sonation had a lower clarity rating, indicating room
for further refinement.
Conclusion validity refers to the statistical sound-
ness of the results. This study ensured conclusion va-
lidity through robust statistical testing. The Shapiro-
Wilk test confirmed that data did not follow a normal
distribution, leading to the appropriate use of non-
parametric tests. We provided descriptive statistics to
contextualize the findings and identify outliers, which
were retained to preserve the integrity of the analysis.
8 CONCLUSION
This study presents a catalog of dark patterns in
games. The definitions were derived from previous
research and clarified with practical examples from
actual games. Using a survey administered to 30 par-
ticipants with varying levels of gaming engagement,
we analyzed the perceived harmfulness, problematic
nature, and prevalence of each dark pattern. As a re-
sult, we generated three rankings and discussed the
participants’ feedback on each dark pattern.
The results revealed that Monetary Dark Patterns,
such as Pay Wall and Loot Boxes, were perceived as
the most harmful and highly problematic, reflecting
players’ heightened sensitivity to financial exploita-
tion. In contrast, Temporal Dark Patterns, like Grind-
ing and Endowed Progress, were deemed less harmful
but disruptive to the gaming experience. The relation
between harmfulness and problematic nature under-
scores how different dark patterns affect player enjoy-
ment and well-being in distinct ways. The generated
rankings provide a nuanced perspective on these pat-
terns, highlighting the varied psychological and emo-
tional impacts of financial versus time-based exploita-
tion.
This research extends previous studies by provid-
ing an empirically validated perspective on the harm-
fulness of dark patterns in games. While earlier
work mainly focused on theoretical categorization or
heuristic evaluations, this study adds value by incor-
porating player perceptions into the analysis. Further-
more, the rankings of harmfulness, problematic na-
ture, and prevalence offer a practical framework for
assessing and reducing the use of dark patterns in
games. The findings underscore the importance of
ethical game design practices prioritizing player en-
gagement and well-being.
Future work could expand this research by in-
creasing the sample size, exploring additional pat-
terns, or examining the cultural and demographic fac-
tors influencing perceptions of dark patterns. More-
over, longitudinal studies could provide insights into
how player attitudes toward dark patterns evolve, par-
ticularly in the context of emerging game monetiza-
tion strategies.
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480
ACKNOWLEDGEMENTS
We thank all the participants in the empirical study
and USES Research Group members for their sup-
port. The present work is the result of the Research
and Development (R&D) project 001/2020, signed
with Federal University of Amazonas and FAEPI,
Brazil, which has funding from Samsung, using re-
sources from the Informatics Law for the Western
Amazon (Federal Law nº 8.387/1991), and its disclo-
sure is in accordance with article 39 of Decree No.
10.521/2020. Also supported by CAPES – Financing
Code 001, CNPq process 314797/2023-8, CNPq pro-
cess 443934/2023-1, CNPq process 445029/2024-2,
and Amazonas State Research Support Foundation
FAPEAM – through POSGRAD 24-25.
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