From Motivating to Manipulative: The Use of Deceptive Design in a Game’s Free-to-Play Transition

dc.contributor.authorHadan, Hilda
dc.contributor.authorSgandurra, Sabrina
dc.contributor.authorZhang-Kennedy, Leah
dc.contributor.authorNacke, Lennart
dc.date.accessioned2024-07-15T18:03:23Z
dc.date.available2024-07-15T18:03:23Z
dc.date.issued2024-10-10
dc.description© Hadan, Sgandurra, Zhang-Kennedy | ACM} (2024). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY'24, http://dx.doi.org/10.1145/3677074.en
dc.description.abstractOver the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game’s transition to F2P and its impacts on players. Our analysis focuses on game mechanics and a Reddit analysis of the Overwatch (OW) series after it transitioned to an F2P model. Our study identifies nine game mechanics that use deceptive design patterns. We also identify factors contributing to a negative gameplay experience. Business model transitions in games present possibilities for problematic practices. Our findings identify the need for game developers and publishers to balance player investments and fairness of rewards. A game’s successful transition depends on maintaining fundamental components of player motivation and ensuring transparent communication. Compared to existing taxonomies in other media, games need a comprehensive classification of deceptive design. We emphasize the importance of understanding player perceptions and the impact of deceptive practices in future research.en
dc.description.sponsorshipNatural Sciences and Engineering Research Council of Canada (NSERC), Discovery Grant RGPIN-2022-03353 || NSERC, Discovery Grant RGPIN-2023-03705 || Social Sciences and Humanities Research Council of Canada (SSHRC), Insight Grant 435-2022-0476 || Canada Foundation for Innovation (CFI), JELF Grant 41844.en
dc.identifier.urihttps://doi.org/10.1145/3677074
dc.identifier.urihttp://hdl.handle.net/10012/20724
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofseriesCHI PLAY'24;309
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/*
dc.subjectdeceptive designen
dc.subjectfree-to-playen
dc.subjectOverwatchen
dc.subjectgame play perceptionen
dc.subjectgame model transitionen
dc.subjectgames user researchen
dc.titleFrom Motivating to Manipulative: The Use of Deceptive Design in a Game’s Free-to-Play Transitionen
dc.typeConference Paperen
dcterms.bibliographicCitationHadan, H., Sgandurra, S.A., Zhang-Kennedy, L. & Nacke, L.E. (2024). From Motivating to Manipulative: The Use of Deceptive Design in a Game’s Free-to-Play Transition. In CHI PLAY ’24: Annual Symposium on Computer-Human Interaction in Play, October 10–13, 2024, Tampere, Finland. ACM, New York, NY, USA, Article 309, 31 pages. https://doi.org/10.1145/3677074en
uws.contributor.affiliation1Stratford School of Interaction Design and Businessen
uws.contributor.affiliation2Games Instituteen
uws.peerReviewStatusRevieweden
uws.scholarLevelGraduateen
uws.typeOfResourceTexten

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