Toward a better understanding of Dark pattern in video games

Research Project

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Research Project Overview

Luca’s research examines the role of dark patterns in video game research, from their use in the literature to their effects on player engagement and behaviour, contributing valuable insights into the ethical implications of the use of predatory practices and gamification in gaming and beyond. By analysing the potential impacts of dark patterns, the study enhances understanding of monetisation practices within the gaming industry and their convergence with gambling. The research aims to employs a causal design, integrating gameplay data to assess engagement tactics, such as the battle pass. The findings aim to inform developers, players, and policymakers, regarding the short and long term effect of such practices.

Project Team

Project lead: Mr Luca Degiorgi
Supervisors: Prof Zsolt Demetrovics (Primary Supervisor) and Dr Andrea Czakó (Secondary Supervisor)

Significance of the research

The study contributes to the ongoing discourse on dark patterns and monetization practices within the gaming industry. Understanding how such practices influence user experiences allows for a comprehensive perspective on its effects and their potential link with gaming addiction. The findings aim to benefit various stakeholders, including developers, players, and policymakers, promoting a more responsible approach to the integration of gamified elements in gaming and beyond. In doing so, this research seeks to highlight the importance of prioritising user well-being and informed decision-making in the design of monetisation strategies among other.

Research methods

The methodology aim to integrates gameplay data alongside self-reported measures, ensuring a comprehensive analysis and trying to address the overreliance on self-reported data present in the field. Participants are recruited into test and control groups: the test group gains access to the battle pass, while the control group does not. Engagement metrics are gathered from gameplay data, and motivation is measured at the start and end of the first season using the User Motivation Inventory, rooted in self-determination theory. Following the first season, participants refrain from purchasing the subsequent battle pass, allowing for an evaluation of the longevity of effects on engagement and motivation. This mixed-methods approach yields robust insights into user behaviour and its relationship with gamified monetization systems within video games.

Project Collaborators

  • Pietro Benfenati

Relevance to the wider community

This research on dark patterns, with a focus on engagement practices holds significant relevance for the wider community by addressing critical questions surrounding the intersection of gaming, monetisation, gamification and user behaviour. As gaming becomes increasingly prevalent, understanding the implications of gamified systems extends beyond the confines of the gaming industry, influencing societal perceptions of entertainment, consumer behaviour, and ethical practices. By exploring the dual nature of dark pattern—its potential benefits as well as its detrimental effects—this study contributes to a broader discourse on dark pattern across various sectors.

Pathways to impact

The research findings will inform game developers about best practices for implementing battle passes and similar monetization systems, encouraging responsible and ethical strategies. Players will gain an understanding of how gamified elements affect their gaming experiences, allowing for more informed choices and potentially improved user satisfaction. Policymakers may be encouraged to use the insights derived from this study to shape regulations governing monetization practices, ensuring consumer protection and promoting responsible gaming behaviour. The implications of this research extend to other sectors, such as education and marketing, providing guidance on how to incorporate gamification effectively while prioritising user welfare and engagement. By fostering informed discussions on gamification, the research aims to encourage a balanced approach to integrating game-like elements across various contexts.

Research
PhD
PhD by Research

Our PhD by research programme is based on independent study, guided by your assigned supervisors and support system. It typically [...]

  • FT 3 to 5 Years/ PT 4 to 8 Years
  • No Placement option
  • Full/Part Time

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