Master's Thesis Research

A normative database covering deceptive design in games.

P(l)ay to Win is an academic annotation platform enabling researchers to capture, classify, and build consensus around predatory monetization and dark patterns in interactive media.

3Games Catalogued
1956Evidence Records
0Annotations
47Pattern Categories

Peer-Reviewed Annotation Workflow

Every submission goes through four stages — capture, localisation, expert review, and consensus — before it lands in the dataset.

1. Capture & Localize

Researchers upload high-fidelity image or video captures from target titles. Our extraction engine locks temporal video data into annotatable static frames.

2. Bounding Box Marking

Using coordinate-independent markers, researchers isolate the exact interactive element initiating the deceptive or predatory flow.

3. Taxonomy Assignment

Each piece of evidence is assigned to multi-label classifications derived from the standard deceptive design literature.

The Taxonomy

Five high-level domains group sixteen mechanism families and thirty-five leaf patterns. Annotators pick one leaf code per evidence; the hierarchy supports aggregation up to the family or domain. The full tree, with definitions and Mathur/Narayanan cross-references, lives on the Guidelines page.

Coding Guidelines
DRHIGH

Deceptive Representation

Strategies that mislead the player about what the game is, what they are purchasing, or what they will receive — creating a gap between expectation and reality.

2 families · 4 patternsDETAILS →
PEHIGH

Psychological Exploitation

Strategies that exploit known cognitive biases, emotional vulnerabilities, or behavioral psychology principles to manipulate player decisions about time, money, or engagement.

4 families · 7 patternsDETAILS →
PMHIGH

Predatory Monetization

Strategies that extract money from players through coercive, deceptive, or exploitative purchasing systems that obscure true costs, exploit psychological vulnerabilities, or create artificial need.

6 families · 15 patternsDETAILS →
SEHIGH

Social Exploitation

Strategies that weaponize the player's social relationships, social identity, or need for social belonging to drive engagement, recruitment, or spending.

3 families · 6 patternsDETAILS →
TMHIGH

Temporal Manipulation

Strategies that exploit, distort, or weaponize the player's time investment to serve the game creator's goals (retention, monetization) at the expense of the player's autonomy over how they spend their time.

4 families · 7 patternsDETAILS →
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