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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Computers in Human Behavior</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.chb.2017.03.040</article-id>
      <title-group>
        <article-title>Around - Serious &amp; Persuasive Games as a Viable Counter-Measure Against Deceptive Patterns?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kirill Kronhardt</string-name>
          <email>kirill.kronhardt@tu-dortmund.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jens Gerken</string-name>
          <email>jens.gerken@tu-dortmund.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>TU Dortmund University</institution>
          ,
          <addr-line>Emil-Figge-Straße 50, Dortmund, NRW</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>73</volume>
      <issue>2017</issue>
      <fpage>596</fpage>
      <lpage>604</lpage>
      <abstract>
        <p>Deceptive patterns trick users into behavior they would not be exhibiting if they were not manipulated. Research suggests that this manipulation is still efective even if users are aware that they are being manipulated, implying that awareness on its own may not lead to better resistance against deceptive patterns. In this position paper, we argue that serious games, and especially persuasive games - games designed to elicit behavioral changes in their players - may prove to be a viable addition to traditional awareness measures (e.g., educational interventions) to combat deceptive patterns. Drawing on lessons learned from our current research on a serious game for deceptive pattern awareness, we discuss how serious and persuasive games work, highlight research into the efectiveness of persuasive games on behavioral changes in their players, and discuss how these findings could be applied as an efective behavioral counter-measure against deceptive patterns.</p>
      </abstract>
      <kwd-group>
        <kwd>dark patterns</kwd>
        <kwd>deceptive patterns</kwd>
        <kwd>manipulative patterns</kwd>
        <kwd>serious games</kwd>
        <kwd>persuasive games</kwd>
        <kwd>awareness</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Many website and app providers ofer their services to users at ostensibly no cost. However, to
remain profitable, these website and app providers collect user data and use it to run personalized
ad campaigns or sell it to third parties outright - efectively making users pay for the services
with their data. These data collection practices (and other parts of the provided services, such as
online-shopping), often employ deceptive patterns - ”tricks used in websites and apps that make
you do things you didn’t mean to” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Deceptive patterns cause tangible harm to users through
invasion of privacy, financial loss, and cognitive burden, as well as harm to the collective welfare
through unfair competition or unanticipated societal consequences [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Most users are unaware
of the extent of the information collected about them [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ], and do little to actually protect
their data when observed [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ]. Many users lack awareness of deceptive patterns [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and
struggle to identify manipulations [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Even if they know they are being manipulated, users
struggle to counter deceptive patterns [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Bongard-Blanchy et al. propose several counter-measures against deceptive patterns,
including raising awareness, facilitating detection, and bolstering resistance towards deceptive
patterns through educational, design-oriented, technological, or regulatory measures [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. As
awareness of deceptive patterns alone does not seem to help users change their behavior,
counter-measures to bolster resistance should strive to do just that - implement behavioral
changes.
      </p>
      <p>
        Serious games - games for non-entertainment purposes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] - and especially persuasive games
- ”games created for the major purpose of promoting behavioral change” [12, p.121] - may be a
promising counter-measure against deceptive patterns. Serious and persuasive games have been
successfully implemented for physical activity [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ], disease management [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ], privacy
issues [
        <xref ref-type="bibr" rid="ref17 ref18 ref19">17, 18, 19</xref>
        ] and - most fittingly - protection against manipulation [
        <xref ref-type="bibr" rid="ref20 ref21 ref22 ref23 ref24">20, 21, 22, 23, 24</xref>
        ].
However, very few serious or persuasive games cover the topic of deceptive patterns explicitly
[25, 26].
      </p>
      <p>In this position paper, we make the case to use serious games, and especially persuasive games,
as a counter-measure to deceptive patterns. We present how serious and persuasive games
can trigger behavioral changes in players, weigh which persuasive strategies and behavioral
theories may be useful in this context, and discuss emerging design questions. We support our
discussion with lessons learned from developing and evaluating a serious game for deceptive
pattern education from our current research.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Deceptive Patterns</title>
      <p>In 2010, Conti and Sobiesk identified what could arguably be described as the predecessor
to deceptive patterns - malicious interface designs [27], serving as a foundation for further
research in this area. Awareness among designers and users however was first raised by
Brignull et al., presenting a website to categorize and present examples of what was then
referred to as dark patterns [28]. Since then, the term dark patterns has undergone changes due
to possible unintended negative associations [29]. To avoid perpetuating harmful stereotypes
and in accordance with the ACM guidelines on charged terminology [30], we decided to use
the term deceptive patterns, as Brignull et. al have on their original website [29]. Since the
emergence of the concept of deceptive patterns, several taxonomies for diferent contexts have
been introduced, including specific taxonomies for deceptive patterns in gaming [ 31] or for data
privacy [32]. One of the most influential deceptive pattern taxonomies has been introduced by
Gray et al., influencing many research papers and regulatory decisions since its introduction,
even if not consistently cited [34]. Gray et al. have since worked to establish a consistent
ontology of deceptive pattern types, paving the way for further transdisciplinary research [34].</p>
      <p>To understand why users are vulnerable to deceptive patterns, several mechanisms have
been identified [ 35, 32, 36]. Xiao and Benbasat identified afective and cognitive mechanisms
with certain deceptive information practices, while Bösch et al. explained user vulnerability to
deceptive patterns via Kahnemann’s Dual process theory of System 1 and System 2 thinking
[37]. This theory states that humans exhibit two modes of thinking: System 1 - an unconscious
and automatic system that trades rationality for speed, and System 2 - a conscious system which
allows for rationality but necessitates taking the time to think things through. Bösch et al.
assume that deceptive patterns exploit users’ tendency for System 1 thinking, e.g., by presenting
a quick and easy solution that just so happens to be tied to giving away personal data [32].</p>
      <p>
        Several studies attest to the efectiveness of deceptive patterns in manipulating users without
them being able to identify the precise manipulations. Di Geronimo et al. performed an online
study on deceptive patterns in mobile applications, finding that users struggle to identify
deceptive patterns, but show improved identification if they are made aware of the fact that deceptive
patterns are used [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. A similar study by Keleher et al. supports this finding [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Additionally,
Keleher et al. discovered that experts in deceptive pattern research often overestimate the
users’ ability to recognize when they are being manipulated. In a survey of 406 individuals
Bongard-Blanchy et al. found that even if users are aware of the possibility of being manipulated
by a user interface, they may not exhibit better self-defense against deceptive patterns or know
what harm exactly deceptive patterns can cause [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In conclusion, users both struggle to
identify and struggle to resist deceptive patterns. Bongard-Blanchy et al. therefore suggest to
raise awareness, facilitate detection, and bolster resistance towards deceptive patterns through
educational, design-oriented, technological or regulatory measures [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], a sentiment shared
by Lu et al., who suggest focusing on user awareness and user action to facilitate
end-userempowerment. We believe that serious and persuasive games are promising educational (and
technological) measures to raise awareness and bolster resistance against deceptive patterns.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Serious &amp; Persuasive Games</title>
      <p>
        Serious games serve purposes other than pure entertainment, [39], and can encompass tutoring,
teaching, training, communication, or information transfer [40]. Most crucially, however, they
can be designed to elicit behavioral changes [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In this case, they are referred to as persuasive
games. Serious games can increase learning outcomes for visual and spatial processing, complex
concepts and abstract thinking, as well as deduction and hypothesis testing [41]. Games
are inherently fun - improving learner motivation [39] and the overall happiness of players,
influencing learning outcomes [ 42]. Serious games encourage longer engagement with their
educational topics and learners are generally more motivated than in nongame-based learning
approaches [43]. In their comparative systematic review of 130 papers on persuasive games,
Ndulue and Orji found that the vast majority of persuasive games whose efectiveness was
evaluated (100 out of 130 games) showed positive outcomes (75 out of 100 games) or partially
positive outcomes (22 out of 100 games) in their intended behavior change [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. These positive
outcomes persist throughout various examined domains, e.g., disease management, physical
activity, nutrition, environmental sustainability etc. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Persuasive games are most efective if they employ persuasive strategies (PS) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. A key
framework in the analysis and development of persuasive games is the persuasive systems
design framework by Oinas-Kukkonen and Harjumaa [
        <xref ref-type="bibr" rid="ref12">12, 44</xref>
        ]. Oinas-Kukkonen and Harjumaa
define 28 persuasive strategies in four categories: primary task, dialogue, system credibility,
and social support (see Table 1) [44]. Ndulue and Orji analyzed 130 games for use of persuasive
strategies, finding that the ” reward (79%) PS was the most implemented strategy, followed by
liking (55%), simulation (53%), punishment (48%), self-monitoring (45%), and rehearsal (43%)” [12,
p.128] -penalty in this case referring to the opposite of the reward strategy [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. ”Authority (2%),
verifiability (2%), and third-party endorsements (2%) were the least implemented PSs” [12, p.128].
Moreover, Ndulue and Orji found an inverse relationship between the number of employed
persuasive strategies and the persuasive games’ efectiveness, arguing cognitive overload may
be responsible for this relationship [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Ndulue and Orji also report that 64% of the persuasive games they analyzed did not implement
known behavioral theories or models in their design, suggesting to include such theoretical
grounding in future research. Among the remaining games that used behavioral theories, social
cognitive theory [45] was the most widely used, followed by the theory of planned behavior
[46], the transtheoretical model [47], and Fogg’s behavioral model [48]. Another example of a
behavioral theory useful in serious and persuasive games is the theory of intrinsic integration,
which provides both educational and motivational benefits by tightly coupling narrative,
gameplay, and learning content [49, 50]. With regards to persuasive games specifically concerned
with manipulation, Saleh et al. successfully employed inoculation theory [
        <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
        ]. Inoculation
theory draws on a comparison to vaccines: by introducing users to a weakened form of an
argument (or in our case, a deceptive pattern), the user may become more resistant to stronger
forms of them [51]. Inoculation theory has been used in persuasive games to build resistance
against manipulation through extremist recruitment [
        <xref ref-type="bibr" rid="ref20 ref21">20, 21</xref>
        ], as well as through fake news and
misinformation [
        <xref ref-type="bibr" rid="ref23 ref24">23, 24</xref>
        ].
      </p>
      <p>To summarize, serious and persuasive games have been shown to be successful tools for
learning and to spark behavior change in a fun and motivating way. Persuasive strategies and
behavioral theories can be used to improve the foundation of the game design - strengthening
their efect on behavioral change. We will discuss which persuasive strategies and behavioral
theories we believe could be beneficial to implement in serious and persuasive games against
deceptive patterns in section 5.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Design of a Narrative-Driven Serious Game against Deceptive</title>
    </sec>
    <sec id="sec-6">
      <title>Patterns</title>
      <p>In our current research, we have developed a narrative-driven serious game to increase
awareness and bolster resistance against deceptive patterns. We performed two initial studies using
this game [52]. To contextualize our discussion (section 5), we briefly summarize the game
concept and corresponding studies.</p>
      <p>Our game uses a 3D first-person perspective and focuses on a new employee (the player) at a
laboratory on their first day on the job. Their new boss, the head researcher of the laboratory
- referred to as the narrator - communicates with the player via speakers within each room,
only ever being heard from of-screen. The narrator ostensibly guides the player through an
on-boarding process in which the user has to navigate several rooms, getting to know the
laboratory and its rules. However, the narrator is not as helpful as it initially seems. The
on-boarding process turns out to be an experiment by the narrator to keep the player inside the
laboratory as long as possible.</p>
      <p>To do so, the narrator employs several deceptive pattern analogies. Each deceptive pattern
analogy represents a deceptive pattern concept from the taxonomy introduced by Gray et al.:
Nagging, Sneaking, Obstruction, Forced Action, and the three sub-types of Interface Interference
(Aesthetic Manipulation, Hidden Information and Preselection) [33]. Each deceptive pattern
analogy is presented in a corresponding room. The player has to find a suitable way around the
deceptive pattern analogy to get to the next room.</p>
      <p>The deceptive pattern analogies show diferent levels of mapping fidelity to their
corresponding deceptive pattern concepts. For example, the deceptive pattern analogy representing the
concept of Sneaking - dubbed Sneaky Shop - consists of a vending machine that adds items to
the players’ shopping cart without the players’ knowledge. This matches very closely to how
online shops may add additional goods or services to their users’ shopping carts to sell the
users more than they wanted to buy initially - a common example of Sneaking. Sneaky Shop is
represented as a 2D graphical user interface (GUI) when interacting with the vending machine,
tying the analogy even more closely to the real-world online shop example. Meanwhile, the
deceptive pattern concept of Aesthetic Manipulation, which deals more with form than function
and often causes a false hierarchy between two or more options, causing one to be preferred
over the others, is represented more abstractly. The deceptive pattern analogy Winding Hallway
&amp; Shortcut presents players with a room that is only illuminated in the middle, creating the
perception of a preferred path, while and discouraging straying from it. However, following the
illuminated path leads to a very long journey to the next room, while exploring the dark areas
leads players to a hidden door that provides a shortcut towards the next room. As the narrator’s
goal is to keep the player in the laboratory for as long as possible, they have manipulated the
room’s aesthetic to lead the player towards the long journey, rather than the preferable short
journey. Conceptually, this mimics real-world examples of Aesthetic Manipulation in which e.g.,
the option preferred by the website or app provider is presented in a visually appealing way
(e.g., a colorful button to accept all cookies), while the alternative that is usually preferable for
users is presented in a subdued fashion (e.g., a text-only, grey link to reject cookies). However,
the specific pattern analogy does not make this connection immediately apparent.
(a) Sneaking represented in Sneaky Shop as a GUI (b) Aesthetic Manipulation represented in Winding
for a vending machine. Hallway &amp; Shortcut as a partially illuminated
room.</p>
      <p>To evaluate the game, we first conducted an exploratory laboratory gameplay study in which
we presented players with the game without disclosing the fact that the narrator was about to
manipulate them or that the goal of the game was to teach players about deceptive patterns.
We wanted to examine how players would react to such a game and how they would behave
when faced with deceptive pattern analogies without prior knowledge. Our second study, an
online survey study based on video clips explaining the deceptive pattern analogies, was aimed
at exploring how helpful our deceptive pattern analogies were considered for understanding
their respective deceptive pattern concepts.</p>
    </sec>
    <sec id="sec-7">
      <title>5. Discussion on Emerging Game and Study Design Questions</title>
      <p>With the previous sections as context, we present a discussion on questions that arose during
the design of the game and the associated studies along the following themes: game design,
game presentation, and study design.</p>
      <sec id="sec-7-1">
        <title>5.1. Game Design</title>
        <p>During the initial design phases of our game, we primarily focused on how to convey the
deceptive patterns to the players in a way that was intrinsically integrated with our serious
game, rather than simply presenting players with virtual examples of deceptive patterns for
them to identify and counter. An example of such a game design can be found in ”Dark Cookie”
by Akinyemi, where players need to identify deceptive patterns in cookie consent banners,
embedded in a cover story about animals [25]. While our serious game was not outright
designed to be a persuasive game and did not explicitly include persuasive strategies, our goal
was to increase awareness about deceptive patterns by showing analogous situations within
the game world, paired with in-game counter-measures to combat these situations that mimic
real-world counter-measures against deceptive patterns.</p>
        <p>Viewed through the lens of persuasive games, this concept follows the persuasive strategy
Simulation and is intended to work very similarly to inoculation theory - as players are exposed
to similar manipulative situations to deceptive patterns, but the situations are ”weakened” in the
sense that the manipulation is cleared up by the end of the game and is more easily recognizable
than the deceptive patterns are in real world-examples. This retrospective analysis of our game
leads us to the following question:</p>
        <sec id="sec-7-1-1">
          <title>Q1: Which persuasive strategies are best suited to persuade players to change their behavior towards deceptive patterns?</title>
          <p>Several persuasive strategies could be useful for this purpose. On a high level, as suggested
by Ndulue and Orji, persuasive situations for system credibility support may be helpful to
improve persuasiveness for any persuasive game, regardless of the persuasive strategies used
as game mechanics. Presenting the games as built upon scientific foundations, as designed by
trustworthy people with expertise in the field, may be helpful for all persuasive games. On a
lower level, the persuasive strategies used may need to be changed depending on the target
audience. Our game, for example, is single-player only and includes puzzle elements as well as
Jump-and-Run segments. This may not be suitable for all players, especially not for those who
prefer multiplayer games. These players may be persuaded better by a game implementing
Competition, Recognition, and Social comparison. For example, a persuasive game design against
deceptive patterns for multiple players may have a turn-based ”combat” system, in which one
player ”designs” a website through some form of editor, while the other needs to recognize the
manipulations, based on a given taxonomy. The designing player receives points (Rewards)
if the recognizing player misses deceptive patterns, while the recognizing player gets points
for recognizing deceptive patterns. A ranking system could then provide the players with
social comparison. Designers of persuasive games against deceptive patterns should consider
persuasive strategies at the earliest stages of design and focus their decisions on a few key
strategies.</p>
          <p>A diferent question that arose during the design phase of our game dealt with the granularity
of what we were trying to convey. We decided to give each deceptive pattern we wanted to
convey its own room - aiming to educate players on the diferent types of deceptive patterns
that exist on the web - but present the deceptive patterns as analogies that are consistent with
the game world rather than real-world examples.</p>
          <p>Q2: In what level of detail should the persuasive game convey deceptive patterns?
This question may be answered more specifically by defining the persuasive goal of the game.
Researchers should decide whether they aim for players to categorize examples of deceptive
patterns if they are faced with them, or if players should be able to recognize that they are being
manipulated - even if they cannot exactly say how, or if the main goal is to convey possible
counter-measures against manipulations. If the goal is to convey specific knowledge about
deceptive patterns, they should be conveyed in a high level of detail, ideally using real-world
examples. If the goal is to improve resistance against deceptive patterns, the game may use
deceptive patterns in more abstract ways to manipulate the player characters - exposing them
to a ”weaker”, possibly more obvious version of the deceptive patterns in line with inoculation
theory. In that case, similar deceptive patterns may be grouped as well, instead of presented
separately. The specific goal of the persuasive game not only influences which level of detail is
used to convey deceptive patterns but also influences how the game is presented to players and
how it needs to be evaluated.</p>
        </sec>
      </sec>
      <sec id="sec-7-2">
        <title>5.2. Game Presentation</title>
        <p>During the design of the studies to evaluate our game, we came across a key realization: If
we explain the fact that the game is trying to manipulate the players, the players might react
diferently to the game than originally intended. For example, we implemented the deceptive
pattern Preselection as Insensible Key Mapping: The narrator asks players at the beginning of
the game whether they would like to use a predetermined key mapping. If players have an
initial level of trust in the narrator, they are more likely to expect the narrator to provide them
with a helpful key mapping. Explaining the game’s context to the players prior to them playing
it might make them wary of the narrator from the start. This may cause them to counter the
Preselection without experiencing the negative consequences of falling for the deceptive pattern
- potentially hindering the game’s persuasive success. Therefore we ask the question:
Q3: How should persuasive games against deceptive patterns be presented to players
prior to playing them?</p>
        <p>Particularly, researchers should carefully evaluate which efects disclosing the context of
the game may have on its persuasiveness and educational success. This may not be an issue
in a game where players need to recognize deceptive patterns as a core game mechanic, as
in the multiplayer game described above - in fact, it is indeed necessary that players know
which deceptive patterns exist in the game, both as designing player and as recognizing player.
Meanwhile, a game that aims to convey the deceptive patterns and their manipulative efects
via Simulation, as our game does, may sufer from players knowing too much about the game a
priori. In such cases, materials players get to see prior to playing the game need to be designed
with special care to provide as much information as necessary but keep what is efectively a
”plot twist” secret from the players - as many educational games do.</p>
      </sec>
      <sec id="sec-7-3">
        <title>5.3. Study Design</title>
        <p>Our initial study was intentionally exploratory, letting participants experience the game in
a laboratory setting to analyze their reactions and behaviors. Our second study, an online
survey study, was a result of a question that arose from the exploratory study: How well can
users match the deceptive pattern analogies as presented in our game with their corresponding
deceptive pattern concepts? This question necessitated a quantitative measurement tool. While
this type of knowledge-oriented question can be addressed via an online survey, persuasive
games promise behavioral changes, which motivates the question:</p>
        <sec id="sec-7-3-1">
          <title>Q4: How to robustly measure behavioral change towards deceptive patterns?</title>
          <p>This question is again influenced by the specific goal of the persuasive game, as this defines
what a successful behavioral change looks like - and therefore how to measure it. However, any
goal beyond knowledge acquisition raises the question of how sustainable such a behavioral
change might be. Does playing the game influence players in the long term, or just immediately
after playing it? Does repeatedly playing the game cause more retention of the behavior?
Questions like these influence which methods need to be employed to evaluate success. Longitudinal
studies, for example via diary studies, may be able to answer the more long-term oriented
questions in this case. As a more technology-oriented solution, deceptive pattern researchers could
develop a browser extension or mobile app to track user behavior on websites known to employ
deceptive patterns (e.g., by comparing them to Brignull et al.s website [28]) for an amount of time
before and after playing the game, and compare user behavior quantitatively. Such a solution
could also be used to measure the efectiveness of other deceptive pattern counter-measures,
allowing for comparative, qualitative research at a large scale. Naturally, as with any tracking
of user data, ethical considerations would have to be discussed and participants would have to
provide informed consent.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusion</title>
      <p>Research shows that serious and persuasive games are efective at promoting behavioral changes
in a variety of research areas. We, therefore, believe that using serious and persuasive games
may be especially efective at bolstering resistance against deceptive patterns, as users struggle
to combat deceptive patterns even if they are aware of them. Based on our current research and
existing literature, we discuss several questions on game design, game presentation, and study
design for serious and persuasive games against deceptive patterns. We believe the discussed
questions can help researchers to thoroughly consider the specific challenges of designing
serious and persuasive games against deceptive patterns.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgments</title>
      <p>This research is supported by the German Federal Ministry of Education and Research (BMBF,
FKZ: 16KIS1631).
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