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. Primary Taxonomy — Project Ontology

Each annotation carries exactly one LOW-level codefrom the project's deceptive-design ontology v3.0. The ontology is layered: five HIGH domains group sixteen MESO mechanism families, which in turn group thirty-five LOW leaf patterns. Annotators pick the leaf; aggregation up the tree happens automatically for analysis.

DR

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.

DR-1

Misleading Marketing

Advertising, store listings, or promotional materials that misrepresent the actual gameplay, graphics, content, or experience the player will have.

DR-1a
False Advertising
GP036

Game advertisements (video, image, or text) that show gameplay, graphics, or features that do not exist in or accurately represent the actual product.

DR-2

Post-Purchase Deception

Changes or discrepancies between what was promised/previewed at the point of purchase and what the player actually receives or experiences after spending.

DR-2a
Nerfing After Purchase
GP037

Reducing the effectiveness, stats, or desirability of items or characters after players have already spent money to acquire them.

DR-2b
Misrepresented Items
GP038

Items or cosmetics that appear different (usually worse) in actual gameplay than in their preview, store listing, or promotional image.

DR-2c
Withheld Base Content
GP008

Content that was completed before launch but sold separately as DLC or premium content, giving the false impression it was developed post-release.

PE

Psychological Exploitation

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

PE-1

Loss Aversion Exploitation

Mechanics that leverage the player's fear of losing progress, items, or opportunities — exploiting the psychological principle that losses feel more painful than equivalent gains.

PE-1a
Sunk Cost Exploitation
GP027

Making it psychologically difficult to quit or reduce engagement by leveraging the player's prior investment of time, money, or effort — framing leaving as wasting everything invested.

PE-1b
Fear of Missing Out (FOMO)
GP025

Limited-time events, exclusive items, or expiring offers designed to create anxiety about missing content that may never return, pressuring immediate action.

PE-2

Completionism Exploitation

Mechanics that exploit the player's desire to collect, complete, or achieve everything, creating artificial compulsion to engage beyond enjoyment.

PE-2a
Badges / Collection Pressure
GP028

Achievement systems, collections, or checklists designed to exploit completionist tendencies — making 100% completion require disproportionate time or spending.

PE-3

Cognitive Bias Exploitation

Mechanics that exploit specific cognitive biases to make players misjudge probabilities, costs, or their own agency.

PE-3a
Illusion of Control
GP029

Making players believe they have meaningful influence over random outcomes (e.g., choose your box, timed button presses on random rolls) when the result is predetermined or purely probabilistic.

PE-3b
Optimism Bias Exploitation
GP032

Presenting odds, drop rates, or outcomes in ways that exploit the player's natural tendency to overestimate their chances of positive results (e.g., showcasing rare drops prominently).

PE-3c
Variable Reward Schedules
GP030

Unpredictable reward timing and magnitude designed to create dopamine-driven reinforcement loops, keeping players engaged through intermittent reinforcement rather than consistent value.

PE-4

Sensory Manipulation

Using visual effects, sound design, animations, or other sensory elements to trigger emotional responses that override rational decision-making about spending or engagement.

PE-4a
Aesthetic Manipulation
GP031

Using celebratory animations, rewarding sounds, flashy visual effects, or tactile feedback specifically around purchase moments or loot box openings to create emotional highs that encourage repeated spending.

PM

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.

PM-1

Pay-to-Progress

Systems where spending real money provides gameplay advantages or unlocks content/progression that non-paying players cannot access or must invest disproportionate time to reach.

PM-1a
Pay to Win
GP007, GP044

Purchasable items, upgrades, or boosts that give paying players significant competitive advantages over non-paying players in gameplay.

PM-1b
Pay to Skip
GP006, GP033

Allowing players to pay real money to bypass tedious or time-consuming sections (often artificially inflated through grinding), turning frustration into revenue.

PM-1c
Paywall
GP023, GP040

Essential content, features, or progression locked entirely behind a payment gate with no free alternative path.

PM-1d
Monetized Quality-of-Life
GP039, GP040

Charging for fundamental gameplay features that should reasonably be part of the base experience (e.g., inventory space, fast travel, UI features).

PM-2

Currency Obfuscation

Using virtual or multi-layered currency systems to obscure the real-world cost of in-game purchases, making it harder for players to evaluate how much they are actually spending.

PM-2a
Premium Currency
GP015, GP041

An intermediate virtual currency purchased with real money and spent on in-game items. Conversion rates and bundle sizes are designed to obscure actual costs.

PM-2b
Inconvenient Purchase Rates
GP042

Currency bundles that don't align with item prices, forcing players to over-purchase and leaving residual unusable amounts that psychologically encourage further spending.

PM-3

Gambling Mechanics

Systems that use randomized rewards purchased with real money, exploiting the same psychological mechanisms as gambling (variable ratio reinforcement, near-misses, etc.).

PM-3a
Loot Boxes / Gacha
GP016

Purchasable containers that provide randomized virtual rewards of varying rarity and value. Players cannot choose what they receive, creating a gambling-like loop.

PM-3b
Gambling / Betting Integration
GP020

Mechanics that function as or closely resemble gambling with real-money stakes (e.g., skin betting, casino-style minigames with real currency input).

PM-4

Price Manipulation

Techniques that distort the player's perception of value or cost through anchoring, artificial scarcity, or depreciation of prior purchases.

PM-4a
Anchoring Tricks
GP022

Displaying extremely expensive options first so that moderately expensive options seem reasonable by comparison, or using crossed-out 'original' prices to inflate perceived savings.

PM-4b
Artificial Scarcity
GP017

Limiting the availability of items or offers (limited stock, limited time) to create urgency and FOMO, even when supply is digitally unlimited.

PM-4c
Power Creep / Value Erosion
GP021, GP037

Continuously releasing stronger items or characters that make previous purchases obsolete, requiring ongoing spending to remain competitive or current.

PM-4d
Overpriced / Pre-Delivered Content
GP008, GP045, GP046

Selling content at prices grossly disproportionate to its value, or selling content that was completed before the game shipped as if it were additional post-launch work.

PM-5

Recurring / Compounding Charges

Monetization systems that create ongoing or escalating financial commitments beyond a single purchase.

PM-5a
Subscription / Recurring Fee
GP019, GP043

Monthly or periodic charges for continued access to the game or for competitive advantages over non-subscribers.

PM-5b
Battle Pass Pressure
GP035

A paid progression system requiring both payment and significant playtime investment within a fixed season to unlock rewards, creating dual pressure of money and time.

PM-6

Interface Monetization Traps

User interface designs that trick, nudge, or facilitate accidental purchases through deceptive placement, confusing flows, or missing confirmation steps.

PM-6a
Accidental Purchase Design
GP018, GP047

Interface layouts where purchase buttons are placed near common interaction areas, confirmation steps are minimal or absent, or real-money actions look identical to free actions.

SE

Social Exploitation

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

SE-1

Recruitment Pressure

Mechanics that incentivize or require players to recruit new players from their social network in order to progress, access features, or receive rewards.

SE-1a
Social Pyramid Scheme
GP010

Requiring or strongly incentivizing players to recruit friends in order to unlock features, gain resources, or progress — creating a chain of obligation.

SE-1b
Friend Spam / Impersonation
GP011

The game sends messages, posts to social media, or contacts the player's friends on their behalf, often without clear informed consent or through misleading permission flows.

SE-2

Social Obligation

Mechanics that create feelings of guilt, duty, or reciprocal debt toward other players, making the player feel they must play or spend to avoid letting others down.

SE-2a
Guilt / Duty Mechanics
GP012

Making players feel they are letting down teammates, guildmates, or friends by not playing (e.g., co-op tasks that penalize the whole group if one member is absent).

SE-2b
Reciprocity Exploitation
GP024

Gift or favor systems designed so that receiving a gift from another player creates social pressure to reciprocate, maintaining engagement through obligation rather than enjoyment.

SE-3

Competitive Pressure

Systems that exploit players' competitive nature by creating environments where spending money is the primary way to compete, or by using matchmaking to showcase the advantages of paying.

SE-3a
Monetized Rivalries
GP009, GP026

Competitive systems (PvP, leaderboards, tournaments) where spending money provides significant advantages, turning competition into a spending contest.

SE-3b
Predatory Matchmaking
GP034

Deliberately matching free players against paying players to demonstrate the advantage of spending, or matching recent purchasers favorably to reinforce spending behavior.

TM

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.

TM-1

Artificial Extension

Mechanics that inflate the time required to progress or complete content far beyond what the core gameplay warrants, to boost engagement metrics or drive monetization.

TM-1a
Grinding
GP001, GP033

Requiring the player to repeatedly perform tedious, low-skill tasks (e.g., farming enemies, collecting resources) to earn progression that could be designed to come from skilled play.

TM-1b
Infinite Treadmill
GP013

The game has no achievable end state or meaningful completion point. Progression systems reset, extend, or introduce new layers indefinitely to prevent the player from ever feeling done.

TM-2

Scheduled Coercion

Mechanics that require or pressure the player to play at specific times or intervals dictated by the game, rather than at the player's convenience.

TM-2a
Playing by Appointment
GP002

The game requires play at specific real-world times or schedules. Missing the window results in loss of progress, resources, or opportunities (e.g., crops withering, raid windows closing).

TM-2b
Daily Rewards / Streak Pressure
GP003

Rewarding players for returning daily with escalating rewards for consecutive days and resetting or penalizing for breaking the streak, creating obligation to log in.

TM-3

Session Manipulation

Mechanics that artificially extend or constrain individual play sessions, preventing the player from playing at their own pace.

TM-3a
Can't Pause or Save
GP004

The game cannot be paused or saved during sessions, forcing the player to continue playing or lose progress. Creates pressure to extend sessions beyond intention.

TM-3b
Wait to Play / Energy Systems
GP005, GP033

Requiring players to wait real-world time (energy bars, stamina, timers) before they can perform actions or continue playing, incentivizing payment to skip the wait.

TM-4

Forced Ad Exposure

Requiring or heavily incentivizing the player to watch advertisements, consuming their time in exchange for continued play or in-game rewards.

TM-4a
Mandatory / Incentivized Ads
GP014

Ads that the player must watch to continue (mandatory) or that offer in-game rewards for watching (incentivized), blurring the line between gameplay and advertising.

5. Cross-Reference — Mathur / Narayanan Framework

Alongside the primary LOW code, you may attach one or more cross-reference tags from the Mathur/Narayanan autonomy framework. These are optional and exist so the dataset stays comparable to the broader dark-patterns literature. The framework groups twenty-five Dark Strategies (DS) under seven Ethical Considerations (EC).

Categories unavailable — please retry.

6. 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 PE-4a (Aesthetic Manipulation) and the Mathur DS07 (Visual bias) cross-reference."

7. 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.

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