Deceptive Patterns
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Why Don’t You Let the Light In? Developing Radiant Patterns for a Critical Game Aiming Player Empowerment

Author
Luiz Santos Filho, Nayana Carneiro, Alairton Sousa Junior, Ticianne Darin
Date
1 Jan 2026
Publisher
Journal of Interactive Systems
Focus
Addiction & Gaming
Category
Academic Scholar

Findings reveal that while players recognize DPs, they are unaware of the psychological impact these patterns have on player well-being, and highlights the potential of combining the RP framework with critical gameplay to empower players and contribute to healthier digital gaming environments.

The exponential growth of the digital games industry has intensified the use of Deceptive Patterns (DPs) – design strategies that, while profitable, undermine players’ psychological well-being by frustrating their needs for autonomy, competence, and relatedness, as defined by Self-Determination Theory (SDT). In response, ethical alternatives, such as Radiant Patterns (RPs), have been proposed; however, they have remained mainly theoretical. This study addresses this gap with a twofold contribution. First, it details the refinement and operationalization of the RPs concept, transforming it from an abstract idea into a structured framework for well-being-oriented design. Second, it presents the development and evaluation of The Good Dev (TGD), the first critical game to implement this refined framework.