Remix.run Logo
cflewis 9 hours ago

I'm a co-author of the first paper cited in the citations page, "Dark Patterns in the Design of Games" http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf

I see at least some of the patterns we came up with appear on the site. Happy to answer any questions about it all, I think we were the first to write about dark patterns in games, at least academically. It was 2013 so predated Overwatch loot boxes, which I am sure I would have put in there, but now they seem quite tame.

I do want to get ahead of something many of the comments here made: we were very aware that one person's dark pattern was another's benefit eg Animal Crossing's appointment mechanics make it easy to just play for a bit then put it down for the day and come back tomorrow. We went back and forth a lot about how to phrase this dichotomy, as we knew it was the stickest point of the whole plan. That's why the paper's Abstract immediately addresses it: "Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’." Alignment was the key: are the players and designers in agreement, or is there tension where the designer (or, more usually nowadays, bean counters) is trying to exploit the players in some dimension?

So yeah, happy to answer questions about it.

PS I would be remiss not to mention the rebuttal paper "Against Dark Game Design Patterns" https://eprints.whiterose.ac.uk/id/eprint/156460/1/DiGRA_202...

sally_glance 4 hours ago | parent [-]

I enjoy following academic discourse, review and collaboration give me the feeling that actual progress is being made.

So I love that you linked the rebuttal paper. In the last paragraph the authors mention that some ideas could lead to "fruitful analytic or empirical starting points" - did anyone follow up on these? From your perspective, what are the most interesting directions in this area of research today?