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.
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.
Misleading Marketing
Advertising, store listings, or promotional materials that misrepresent the actual gameplay, graphics, content, or experience the player will have.
False Advertising
↳ GP036Game advertisements (video, image, or text) that show gameplay, graphics, or features that do not exist in or accurately represent the actual product.
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.
Nerfing After Purchase
↳ GP037Reducing the effectiveness, stats, or desirability of items or characters after players have already spent money to acquire them.
Misrepresented Items
↳ GP038Items or cosmetics that appear different (usually worse) in actual gameplay than in their preview, store listing, or promotional image.
Withheld Base Content
↳ GP008Content that was completed before launch but sold separately as DLC or premium content, giving the false impression it was developed post-release.
Psychological Exploitation
Strategies that exploit known cognitive biases, emotional vulnerabilities, or behavioral psychology principles to manipulate player decisions about time, money, or engagement.
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.
Sunk Cost Exploitation
↳ GP027Making 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.
Fear of Missing Out (FOMO)
↳ GP025Limited-time events, exclusive items, or expiring offers designed to create anxiety about missing content that may never return, pressuring immediate action.
Completionism Exploitation
Mechanics that exploit the player's desire to collect, complete, or achieve everything, creating artificial compulsion to engage beyond enjoyment.
Badges / Collection Pressure
↳ GP028Achievement systems, collections, or checklists designed to exploit completionist tendencies — making 100% completion require disproportionate time or spending.
Cognitive Bias Exploitation
Mechanics that exploit specific cognitive biases to make players misjudge probabilities, costs, or their own agency.
Illusion of Control
↳ GP029Making 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.
Optimism Bias Exploitation
↳ GP032Presenting 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).
Variable Reward Schedules
↳ GP030Unpredictable reward timing and magnitude designed to create dopamine-driven reinforcement loops, keeping players engaged through intermittent reinforcement rather than consistent value.
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.
Aesthetic Manipulation
↳ GP031Using 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.
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.
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.
Pay to Win
↳ GP007, GP044Purchasable items, upgrades, or boosts that give paying players significant competitive advantages over non-paying players in gameplay.
Pay to Skip
↳ GP006, GP033Allowing players to pay real money to bypass tedious or time-consuming sections (often artificially inflated through grinding), turning frustration into revenue.
Paywall
↳ GP023, GP040Essential content, features, or progression locked entirely behind a payment gate with no free alternative path.
Monetized Quality-of-Life
↳ GP039, GP040Charging for fundamental gameplay features that should reasonably be part of the base experience (e.g., inventory space, fast travel, UI features).
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.
Premium Currency
↳ GP015, GP041An intermediate virtual currency purchased with real money and spent on in-game items. Conversion rates and bundle sizes are designed to obscure actual costs.
Inconvenient Purchase Rates
↳ GP042Currency bundles that don't align with item prices, forcing players to over-purchase and leaving residual unusable amounts that psychologically encourage further spending.
Gambling Mechanics
Systems that use randomized rewards purchased with real money, exploiting the same psychological mechanisms as gambling (variable ratio reinforcement, near-misses, etc.).
Loot Boxes / Gacha
↳ GP016Purchasable containers that provide randomized virtual rewards of varying rarity and value. Players cannot choose what they receive, creating a gambling-like loop.
Gambling / Betting Integration
↳ GP020Mechanics that function as or closely resemble gambling with real-money stakes (e.g., skin betting, casino-style minigames with real currency input).
Price Manipulation
Techniques that distort the player's perception of value or cost through anchoring, artificial scarcity, or depreciation of prior purchases.
Anchoring Tricks
↳ GP022Displaying extremely expensive options first so that moderately expensive options seem reasonable by comparison, or using crossed-out 'original' prices to inflate perceived savings.
Artificial Scarcity
↳ GP017Limiting the availability of items or offers (limited stock, limited time) to create urgency and FOMO, even when supply is digitally unlimited.
Power Creep / Value Erosion
↳ GP021, GP037Continuously releasing stronger items or characters that make previous purchases obsolete, requiring ongoing spending to remain competitive or current.
Overpriced / Pre-Delivered Content
↳ GP008, GP045, GP046Selling 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.
Recurring / Compounding Charges
Monetization systems that create ongoing or escalating financial commitments beyond a single purchase.
Subscription / Recurring Fee
↳ GP019, GP043Monthly or periodic charges for continued access to the game or for competitive advantages over non-subscribers.
Battle Pass Pressure
↳ GP035A paid progression system requiring both payment and significant playtime investment within a fixed season to unlock rewards, creating dual pressure of money and time.
Interface Monetization Traps
User interface designs that trick, nudge, or facilitate accidental purchases through deceptive placement, confusing flows, or missing confirmation steps.
Accidental Purchase Design
↳ GP018, GP047Interface 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.
Social Exploitation
Strategies that weaponize the player's social relationships, social identity, or need for social belonging to drive engagement, recruitment, or spending.
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.
Social Pyramid Scheme
↳ GP010Requiring or strongly incentivizing players to recruit friends in order to unlock features, gain resources, or progress — creating a chain of obligation.
Friend Spam / Impersonation
↳ GP011The 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.
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.
Guilt / Duty Mechanics
↳ GP012Making 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).
Reciprocity Exploitation
↳ GP024Gift or favor systems designed so that receiving a gift from another player creates social pressure to reciprocate, maintaining engagement through obligation rather than enjoyment.
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.
Monetized Rivalries
↳ GP009, GP026Competitive systems (PvP, leaderboards, tournaments) where spending money provides significant advantages, turning competition into a spending contest.
Predatory Matchmaking
↳ GP034Deliberately matching free players against paying players to demonstrate the advantage of spending, or matching recent purchasers favorably to reinforce spending behavior.
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.
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.
Grinding
↳ GP001, GP033Requiring 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.
Infinite Treadmill
↳ GP013The 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.
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.
Playing by Appointment
↳ GP002The 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).
Daily Rewards / Streak Pressure
↳ GP003Rewarding players for returning daily with escalating rewards for consecutive days and resetting or penalizing for breaking the streak, creating obligation to log in.
Session Manipulation
Mechanics that artificially extend or constrain individual play sessions, preventing the player from playing at their own pace.
Can't Pause or Save
↳ GP004The game cannot be paused or saved during sessions, forcing the player to continue playing or lose progress. Creates pressure to extend sessions beyond intention.
Wait to Play / Energy Systems
↳ GP005, GP033Requiring players to wait real-world time (energy bars, stamina, timers) before they can perform actions or continue playing, incentivizing payment to skip the wait.
Forced Ad Exposure
Requiring or heavily incentivizing the player to watch advertisements, consuming their time in exchange for continued play or in-game rewards.
Mandatory / Incentivized Ads
↳ GP014Ads 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).
6. Writing Descriptions
Good descriptions are concise and objective. Each description should answer:
- What is the UI element or flow being documented?
- Where does it appear in the game (menu, shop, loot box, etc.)?
- 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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