Deceptive Patterns
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First Contact with Dark Patterns and Deceptive Designs in Chinese and Japanese Free-to-Play Mobile Games

Author
Gloria Xiaodan Zhang, Yijia Wang, Taro Leo Nakajima, Katie Seaborn
Date
5 Oct 2025
Publisher
Proceedings of the ACM on Human-Computer Interaction
Focus
HCI & Psychology, Ethics & Responsibility
Category
Academic Scholar

Examines deceptive design in Chinese and Japanese free-to-play mobile games, including monetisation and engagement flows.

Mobile games have gained immense popularity due to their accessibility, allowing people to play anywhere, anytime. Dark patterns and deceptive designs (DPs) have been found in these and other gaming platforms within certain cultural contexts. Here, we explored DPs in the onboarding experiences of free-to-play mobile games from China and Japan. We identified several unique patterns and mapped their relative prevalence. We also found that game developers often employ combinations of DPs as a strategy (“DP Combos”) and use elements that, while not inherently manipulative, can enhance the impact of known patterns (“DP Enhancers”). Guided by these findings, we then developed an enriched ontology for categorizing deceptive game design patterns into classes and subclasses. This research contributes to understanding deceptive game design patterns and offers insights for future studies on cultural dimensions and ethical game design in general.