Dark Patterns and Video Games: Empirical Analysis Among Spanish Youth
DOI:
https://doi.org/10.62008/ixc/16/02PatronKeywords:
Video Games, Dark Patterns, Reward Systems, Loot Boxes, Persuasive Design, MicrotransactionsAbstract
This paper analyses the presence and impact of dark patterns in popular video games through a mixed-methods study focused on a sample of 927 young Spanish gamers aged 16 to 25. The research is divided into two phases: (1) a theoretical analysis conducted by 6 experts on 12 games, which identified 25 dark patterns classified into 8 general categories; and (2) an assessment of players' perceptions of the 6 most mentioned games regarding how these persuasive elements affect their experience. The study uses both sets of results to establish a critical basis for future ethical debates and regulatory proposals on video game design in the current industry.
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