Deceptive Pattern Database
Deceptive designs in video games are trying to manipulate you into spending more time and money and there is no avoiding them. Browse through the growing database of deceptive patterns supported by research. Each article defines the deceptive pattern and shows real world applications. Most importantly, it's tells you how to stop them. Don't let them take advantage of you; start reading.
All articles tagged "work in progress" only contain a definition and are incomplete. Learn why in our recent blog post .
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Displaying 9 results
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Loot Box
money
Randomized item containers psychologically similar to gambling and accessible without having to show an ID.
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Monetized Rivalries
money
Want to be #1? Rank high in the leaderboards? Prepare to crack the piggy bank to compete with other players.
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Pay to Win
money
Pay money, become more powerful. A simple transaction that creates games where the strongest players have the most disposable income. If you want to compete, you better be prepared to pay up.
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Fear of Missing Out
psychology
Generating anxiety about missing out from limited time events, exclusive content, or even free resources, FOMO is a powerful psychological motivator to keep players logging in.
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Sunken Cost
psychology
The #1 reason players keep coming back to a game they don't have fun playing anymore.
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Grinding
time
Grinding is a universal term in gaming, representing the length of time it takes to accomplish a task or progress. Learn the difference between grinding as an intended game design and grinding as manipulation, meant to drive sales.
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Playing by Appointment
time
Games that encourage logging in at specific times to complete objectives or curry additional resources are using the deceptive pattern playing by appointment.