Annotation Guidelines

Coding Guidelines

This document describes how to annotate evidence of deceptive design patterns in video games. Following these guidelines ensures consistency across all contributions and supports the academic rigour of the dataset.

1. Before You Start

Make sure you have created an account and are signed in. All submissions are attributed to your username, so choose a handle that you are comfortable making public in an academic context.

Each piece of evidence should capture one distinct instance of a deceptive design pattern. If a single screen contains multiple patterns, submit one evidence entry per pattern so that each can be classified and discussed independently.

2. Capturing Evidence

  • Screenshots should be taken at the native resolution of the device. Avoid cropping the image so reviewers can see the full context of the interface.
  • Video captures are recommended when the deceptive pattern is only apparent during interaction (e.g., a countdown timer, a multi-step obstruction flow).
  • Do not include any personal data (real names, email addresses, payment details) in the capture. Redact if necessary before uploading.

3. Creating Annotations

After uploading the evidence media, use the annotation tool to draw bounding regions around the specific UI elements that constitute the deceptive pattern.

  • Draw a rectangle that tightly encloses the relevant element (button, dialog, price label, etc.).
  • You may draw multiple regions per annotation if the pattern involves more than one on-screen element (e.g., a confirmshaming dialog with both a guilt-trip label and a visually suppressed decline button).
  • Write a short, factual description of what the region highlights and why it constitutes a deceptive pattern. Avoid subjective language.

4. Classification Taxonomy

Assign one or more of the following categories to each evidence submission. The taxonomy is derived from the academic literature on deceptive design.

GP001

Grinding

high

Requiring players to perform excessive, repetitive tasks — such as defeating the same enemies or completing the same actions repeatedly — to progress, artificially extending playtime and creating a deliberate pain point designed to incentivise payment to skip the grind.

GP002

Playing by Appointment

high

The game requires players to engage at specific times dictated by the game rather than the player. Missing the scheduled window results in lost rewards or penalties, subordinating the player's schedule to the game's demands.

GP003

Daily Rewards

medium

Rewarding players for returning daily through login streaks with escalating bonuses and implicit penalties for breaking the chain, engineering compulsive daily check-ins that persist beyond genuine enjoyment of the game.

GP004

Can't Pause or Save

medium

The game cannot be paused or saved at will, forcing the player to continue or lose all progress. This ties players to sessions longer than intended and makes stopping at any point costly.

GP005

Wait to Play

high

Energy systems or real-time timers block the player from performing actions without payment, turning time itself into a monetisation lever and incentivising spending to restore a normal pace of play.

GP006

Pay to Skip

high

Allowing players to pay real money to bypass deliberately tedious or time-consuming gameplay sections that were designed to be unpleasant in order to incentivise this purchase.

GP007

Pay to Win

critical

Offering purchasable items, upgrades, or abilities that give paying players a decisive competitive advantage over non-paying players, making fair competition contingent on real-money spending.

GP008

Pre-Delivered Content

high

Selling DLC or additional content that was already completed before the game shipped, creating the impression it should have been included in the base purchase.

GP009

Monetized Rivalries

critical

Pitting players against each other in competitive systems where spending money provides a direct competitive edge, applying social pressure to spend in order to remain competitive.

GP010

Social Pyramid Scheme

high

Requiring or strongly incentivising players to recruit friends in order to progress or unlock features, exploiting social relationships as a viral acquisition and retention mechanism.

GP011

Friend Spam / Impersonation

high

The game posts to social media or sends messages on the player's behalf without explicit consent, impersonating the player to recruit others and spreading virally under false pretences.

GP012

Social Obligation / Guilt

medium

Making players feel socially obligated to play or help friends through gifting mechanics, co-op dependencies, or guilt-inducing messaging when absent — weaponising social bonds as a compulsive retention mechanism.

GP013

Infinite Treadmill

medium

No achievable end state; the game extends indefinitely through power creep or endless content tiers to keep players engaged and spending without resolution or completion.

GP014

Obtrusive Ads

medium

Forced, aggressive, or deceptive in-game advertisements that interrupt gameplay or are displayed so frequently as to deliberately degrade the experience, sometimes with misleading reward promises or unskippable placements.

GP015

Premium Currency

high

Using an intermediate virtual currency to obscure the real-money cost of purchases, making spending feel less real and preventing direct price comparison with real-world equivalents.

GP016

Loot Boxes / Gacha

critical

Randomised reward systems purchased with real money that exploit variable reinforcement schedules and gambling psychology — with typically opaque probability disclosures — to drive compulsive and escalating spending.

GP017

Artificial Scarcity

high

Limiting availability of items or offers to manufacture urgency and drive purchases, regardless of any genuine supply constraint.

GP018

Accidental Purchases

critical

Interface design that makes it easy to accidentally spend real money — through ambiguous confirmation flows, misplaced buttons, or poorly labelled premium actions.

GP019

Recurring Fee

high

Subscription or recurring charges required for continued access to content or features, often enrolled without sufficient clarity about ongoing costs.

GP020

Gambling / Betting

critical

Mechanics that function as gambling with real-money stakes, exploiting gambling psychology and addiction-risk behaviours within the game context beyond loot box mechanics.

GP021

Power Creep

high

Continuously releasing stronger items that depreciate previous purchases, forcing ongoing spending to remain competitive or relevant within the game.

GP022

Anchoring Tricks

medium

Displaying expensive options first to make other still-expensive options appear reasonable by comparison, exploiting anchoring bias in purchasing decisions.

GP023

Pay Wall

high

Essential content, story progression, or competitive features locked behind payment, making the free version an intentionally degraded experience.

GP024

Reciprocity

medium

Gift systems that create social pressure to reciprocate and thus continue playing or spending, exploiting the psychological norm of reciprocity.

GP025

Fear of Missing Out (FOMO)

high

Limited-time events, exclusive items, or expiring offers that manufacture anxiety about missing content, pressuring players to engage and spend within an artificial deadline regardless of their actual interest.

GP026

Competition

medium

Competitive leaderboards, rankings, and public comparisons designed to shame or pressure players into spending to maintain status relative to peers.

GP027

Invested / Sunk Cost

high

Making it psychologically difficult to quit by leveraging the player's prior investment of time, money, and identity, exploiting sunk cost fallacy to sustain engagement beyond rational self-interest.

GP028

Badges / Completionism

medium

Exploiting completionist tendencies with achievements, collections, and checklists that trigger compulsive completion behaviour beyond genuine enjoyment.

GP029

Illusion of Control

high

Making players believe they have more influence over random outcomes than they actually do, sustaining engagement and spending through false agency.

GP030

Variable Rewards

critical

Unpredictable reward schedules that exploit dopamine-driven reinforcement loops — the same mechanism underlying slot machines — to drive compulsive engagement and spending.

GP031

Aesthetic Manipulation

high

Using colours, sounds, animations, and visual effects to trigger emotional responses that override rational decision-making, particularly around spending moments.

GP032

Optimism Bias Exploitation

high

Presenting odds or outcomes in ways that exploit the player's natural tendency to overestimate positive results, sustaining spending on low-probability rewards.

GP033

Paying to Reduce Grinding/Waiting

high

Artificially slowing progression or introducing wait timers to create a pain point that incentivises payment to restore a normal pace of play.

GP034

Matchmaking Against Paying Players

critical

Matching free players against paying players to demonstrate the tangible in-game advantage of spending, applying competitive pressure to purchase.

GP035

Battle Pass Pressure

high

Battle passes requiring both payment and significant playtime investment to unlock all rewards, creating dual pressure on both wallet and time that compounds over the season.

GP036

Misleading Advertising

high

Marketing materials — including trailers, screenshots, and store listings — that depict gameplay, features, or quality that does not represent the actual shipped product, deceiving players prior to purchase or download.

GP037

Nerfing After Purchase

high

Reducing the effectiveness of items or abilities after players have purchased them, invalidating the investment that motivated the purchase.

GP038

Low-Quality Cosmetics

medium

Selling cosmetic items that appear different — typically worse or less impressive — in-game than in the promotional preview shown at point of purchase.

GP039

Inventory Limits

high

Restricting basic storage or inventory capacity to pressure players into purchasing expansions for functionality that should be standard in the base game.

GP040

Paying for Basic Features

high

Charging for fundamental gameplay features — such as additional save slots, offline play, or basic customisation — that should reasonably be part of the base experience.

GP041

Multi-Layer Currency

high

Using multiple types of virtual currencies simultaneously to confuse the real-world cost of items and make spending tracking cognitively difficult for the player.

GP042

Inconvenient Purchase Rates

high

Forcing players to buy virtual currency in bundles that do not align with item prices, deliberately leaving residual amounts that pressure additional spending.

GP043

Subscription Advantages

high

Monthly subscriptions that provide meaningful competitive gameplay advantages over non-subscribers, making the free tier a deliberately inferior experience.

GP044

Instant Power Purchases

critical

The ability to buy items or upgrades that grant immediate and significant gameplay advantages, allowing spending to directly substitute for skill or time investment.

GP045

Overpriced Content

medium

Items or content perceived as grossly overpriced relative to the value delivered, often exploiting captive audiences within established game ecosystems.

GP046

Microtransactions in Premium Games

high

Aggressive monetisation mechanics within games that already carry a full retail price, layering paid progression or cosmetics on top of an upfront purchase.

GP047

Malicious Interface Design

critical

UI and UX deliberately designed to trick players into accidental purchases, unintended subscriptions, or other actions against their interests through confusing layouts or deceptive affordances.

5. Writing Descriptions

Good descriptions are concise and objective. Each description should answer:

  1. What is the UI element or flow being documented?
  2. Where does it appear in the game (menu, shop, loot box, etc.)?
  3. How does it manipulate or deceive the user?

Example

"The 'Decline' button in the battle pass upsell dialog uses a muted grey (#aaa) at 11px, while the 'Buy Now' button uses a saturated gold at 18px bold. The visual hierarchy strongly favours the purchase action, consistent with the Visual Hierarchy (DP04) pattern."

6. Editing Window

After submitting evidence, you have a 20-minute editing window to correct mistakes in the title, description, categories, and annotation regions. After this window closes, the submission becomes immutable to preserve the integrity of the dataset.

If you discover a significant error after the editing window, submit a new evidence entry with the corrected information and note the original submission ID in the description.

FeedGamesSubmitProfile