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Deceptive Patterns in Games
I10SevereEvidence: Emerging

Personalised spend-optimisation

Silently using a player's behavioural data to tune offers, prices, odds, difficulty, or matchmaking to maximise that individual's spending.

Code
I10
Category
Informational / interface
Severity
Severe
Evidence
EmergingPrecautionary severe rating based on the potential harm of covert individual targeting; game-specific evidence remains emerging.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Sneaking / Hiding
Platforms
Mobile / F2P · Live-service
Harm vectors
FinancialData / privacyAutonomy / choiceCompetitive fairnessEmotional / psychological
Modes
ExploitativeManipulativeDeceptiveMalicious
Also known as
dynamic spend optimisation, algorithmic targeting, personalised pricing

How it works

Dynamic systems informed by play and purchase history adjust what each player sees — offers, “frustration → sell-a-fix” difficulty, or matchmaking that surrounds them with spenders — optimised per person to increase spend, invisibly.

Why it can be harmful

Invisible, individualised targeting defeats informed consent and comparison, can exploit identified vulnerabilities (a data-protection concern), and manufactures false social proof; children and at-risk players cannot detect or resist it. The severity rating is precautionary: the harm could be severe when such targeting is deployed at scale, even though the public game-specific evidence base is still emerging.

Examples in the wild

  • Behaviour-tuned offers and dynamic pricing
  • Difficulty tuned to sell a fix
  • Matchmaking that normalises spending

Illustrative genre examples to aid recognition — not allegations about specific titles.

References

  1. King, D. L.; Delfabbro, P. H. (2019). Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective. Computers in Human Behavior. doi.org/10.1016/j.chb.2019.07.017 · citing patterns
  2. Helberger, N.; Sax, M.; Strycharz, J. (2021). Choice architectures in the digital economy: Towards a new understanding of digital vulnerability. Journal of Consumer Policy. doi.org/10.1007/s10603-021-09500-5 · citing patterns
  3. Strycharz, J.; Duivenvoorde, B. (2021). The exploitation of vulnerability through personalised marketing communication: Are consumers protected?. Internet Policy Review. doi.org/10.14763/2021.4.1585 · citing patterns
  4. van Rooij, A. J.; Birk, M. V.; van der Hof, S.; Oostenbach, K., et al. (2025). Game-check: Development, application and visualization of a classification system for behavioral design in games. Trimbos Institute, Eindhoven University of Technology & Leiden University (for the Dutch Ministry of the Interior and Kingdom Relations). osf.io/5qzda/ · citing patterns
  5. Gray, C. M.; Santos, C. T.; Bielova, N.; Mildner, T. (2024). An ontology of dark patterns knowledge: Foundations, definitions, and a pathway for shared knowledge-building. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3613904.3642436 · citing patterns

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