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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gameplay or Gametrap? A Closer Look at Deceptive Patterns in Nintendo Switch Games Popular Among Children</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Meshaiel M. Alsheail</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kathrin Gerling</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Karlsruhe Institute of Technology</institution>
          ,
          <addr-line>Karlsruhe</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>165</fpage>
      <lpage>178</lpage>
      <abstract>
        <p>This paper examines the presence and types of deceptive design in five console games popular among children: Rocket League, Mario Kart 8 Deluxe, Go Vacation, My Friend Peppa Pig, and PAW Patrol: Mighty Pups Save Adventure Bay. We use previously established categories of deceptive patterns-Temporal, Monetary, Social, and Psychological patterns-in a qualitative analysis to identify and outline possible manipulative designs at play. Psychological and Temporal deceptive patterns were found to be most prevalent, potentially afecting children's sustained engagement and overall experience with the games. The findings underscore the importance of raising awareness among parents1 and children so they can identify deceptive design. On this basis, we outline opportunities for future research: First, evaluations of children's player experience and examination of the long-term efects of deceptive patterns on how children engage with games should be carried out to complement existing theoretical considerations. Second, future research should explore how knowledge about deceptive patterns in children's games can be made actionable in a way that it can help parents and children recognize and reflect on deceptive design in games.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Children</kwd>
        <kwd>Deceptive Design</kwd>
        <kwd>Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Games have potential to significantly contribute to the development and well-being of young people [
        <xref ref-type="bibr" rid="ref24 ref27 ref40 ref5 ref6">7, 8,
25, 45, 28</xref>
        ]. However, deceptive patterns1 — manipulative design strategies that alter user behavior [
        <xref ref-type="bibr" rid="ref43">48</xref>
        ] —
can thwart benefits, steering player behavior at the cost of their autonomy and well-being (e.g., see [
        <xref ref-type="bibr" rid="ref18">20</xref>
        ]).
Considering developmental aspects, manipulative tactics in game design can emphasize vulnerabilities
of children (e.g., their ability to regulate engagement with games [
        <xref ref-type="bibr" rid="ref16 ref4 ref7">9, 18, 4</xref>
        ]), thereby undermining their
experience with games [
        <xref ref-type="bibr" rid="ref35">40</xref>
        ]. A key challenge is that deceptive patterns often go unnoticed by players,
making it dificult for children and their parents to address their efects [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This is relevant because
children have a right to play (e.g., see UN Convention on the Rights of the Child [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ]), which needs
to be protected, and requires researchers and designers to critically reflect upon unethical practices
in game design [
        <xref ref-type="bibr" rid="ref35">40</xref>
        ]. Additionally, understanding deceptive patterns in children’s games is crucial for
fostering healthy relationships with technology and supporting children and parents in navigating
digital experiences, which in turn ensures that children can have enriching experiences with games [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        In our work, the key research question (RQ) that emerges is whether deceptive patterns are present
in popular children’s games, and if so, whether they are covered by existing collections, and
which ones are most prevalent. While deceptive patterns have already been examined in the context
of mobile games (e.g., [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ]), our work addresses this question through a combination of elements of
textual analysis [
        <xref ref-type="bibr" rid="ref14">16</xref>
        ] with qualitative content analysis [
        <xref ref-type="bibr" rid="ref46">51</xref>
        ] to explore the presence of deceptive patterns
in five popular children’s games available on console platforms, which can also be referred to as AAA
titles2: Rocket League, Mario Kart 8 Deluxe "Mario Kart", Go Vacation, My Friend Peppa Pig "Peppa Pig",
and PAW Patrol: Mighty Pups Save Adventure Bay "PAW Patrol". Our selection specifically centered on
high-quality AAA games, either specifically designed for children or broadly popular among them.
      </p>
      <p>
        We employ known deceptive patterns including Temporal, Monetary, Social, and Psychological
aspects [
        <xref ref-type="bibr" rid="ref13 ref2 ref37 ref43">2, 48, 14, 42</xref>
        ] as analytical lens to examine the extent to which the games incorporate these
deceptive patterns into their design. Our results show that Psychological and Temporal deceptive
patterns are present in the games included in the analysis, with Psychological patterns being most
common. For example, PAW Patrol includes Invested/Endowed Value: As players advance, they unlock
essential powers for each character (e.g., Chase gains super speed, Skye controls the weather, and
Marshall creates fire). Likewise, Mario Kart uses the Completing the Collection pattern, where players
collect coins in races to unlock characters and karts, requiring substantial time. Temporal deceptive
patterns are also evident, e.g., the lack of auto-save and the inability for players to exit whenever they want.
Meanwhile, Monetary deceptive patterns are less frequent, and traditional Social deceptive patterns are
absent due to our focus on single-player modes, though Parasocial Interactions are present. Furthermore,
Hidden Information Techniques and the use of manipulative sounds, such as rewarding coin collection
jingles, contribute to the complexity of these patterns. Overall, our findings emphasize the relevance of
deceptive design in AAA games popular among children.
      </p>
      <p>Our work contributes the following stepping stones to pave the way for further research: (1) We
show that existing lists of deceptive patterns capture those present in AAA children’s games, but that
their interpretation needs to be expanded to fully grasp how games draw children in, for example also
drawing upon evaluations of children’s player experience, and examination of the long-term efects
of such patterns on how children engage with games. (2) We show how pattern-based analysis can
help identify potentially problematic game mechanics, and we discuss opportunities for future work to
create actionable information about deceptive patterns for parents and their children to empower them
to critically reflect upon the games they play.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background: Deceptive Patterns and Games for Children</title>
      <p>In this section, we first give an introduction to deceptive patterns in games, summarizing common types
of patterns and implications for players. Then, we discuss deceptive design in the context of children,
giving an overview of how it relates to child development and parental mediation of media use.</p>
      <sec id="sec-2-1">
        <title>2.1. A Brief Introduction to Deceptive Patterns in Games</title>
        <p>
          Deceptive patterns apply tactics to mislead players into actions they did not intend [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ]. This afects
player experience, causing issues such as exceeding intended playtime, player frustration, financial
issues, or the plain absence of enjoyment [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ], and suggesting a focus on profit over player well-being [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
Deceptive patterns have been observed in a range of media, e.g., social media [
          <xref ref-type="bibr" rid="ref31">32</xref>
          ], as well as in digital
products for children, e.g., games [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Prior research exploring problematic design strategies has grouped
the employed tactics into Temporal, Monetary, Social, and Psychological, and investigated how each
category impacts players [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]:
        </p>
        <p>
          Psychological Deceptive Patterns involve tactics that manipulate players’ psychological biases,
guiding their decisions toward outcomes that may not be in their best interest [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. A key example is
the Invested/Endowed Value concept, a common pattern that compels players to continue to engage
with a game due to prior significant investment of time and money, making it harder to disengage and
potentially afecting their in-game decisions [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ]. For instance, players may keep playing to justify
hours leveling up a character or money spent on in-game purchases [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Another tactic is the drive
to "complete the collection," where players feel compelled to secure all items, achievements, or secrets
2AAA games are commonly understood to be produced by larger studios/publishers, and typically generate significant revenue,
e.g., see [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]
within a game, thereby fueling continued play and spending [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ]. Additionally, the principle of variable
rewards, where unpredictable rewards increase addiction more than regular ones, underscores the
complex psychological tactics in game design [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ].
        </p>
        <p>
          Temporal Deceptive Patterns in game design refer to mechanics that unexpectedly extend playing
time, "cheating" players out of their time [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ], and creating an obligation for unproductive, meaningless
engagement [
          <xref ref-type="bibr" rid="ref29">30</xref>
          ], negatively impacting the gaming experience [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ]. A notable instance is the Playing
by Appointment pattern, which requires players to return at specific times to progress or maintain
their status, manipulates players’ schedules by dictating when they must engage with the game, often
aligning with real-time events or opportunities within the game [
          <xref ref-type="bibr" rid="ref2 ref29 ref43">48, 30, 2</xref>
          ]. Another common pattern
is Grinding, which involves performing repetitive and tedious tasks that consume substantial time
without ofering equivalent rewards or gameplay progression. This pattern often results in prolonged
play with minimal advancement, impacting player satisfaction [
          <xref ref-type="bibr" rid="ref29 ref43">48, 30</xref>
          ]. Additionally, the Daily Rewards
Mechanism operates by ofering players various incentives for launching the game daily [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. These
rewards are often strategically timed or placed to encourage prolonged engagement, particularly among
younger players, thereby keeping children playing for longer periods [
          <xref ref-type="bibr" rid="ref33">38</xref>
          ].
        </p>
        <p>
          Monetary Deceptive Patterns manipulate players into spending money by leveraging their desire
for progress or success [
          <xref ref-type="bibr" rid="ref35">40</xref>
          ]. These strategies exploit psychological biases to induce purchases under
false pretenses, often taking advantage of impulsive decision-making or hidden information [
          <xref ref-type="bibr" rid="ref28">29</xref>
          ]. For
instance, premium in-game currency, which players buy with real money, obscures its actual cost
while providing benefits like faster progression or customization, thereby deepening engagement with
further deceptive patterns [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ]. Artificial scarcity involves creating a misleading perception of limited
availability to spur urgent purchases [
          <xref ref-type="bibr" rid="ref36">41</xref>
          ]. Additionally, pre-delivered content, such as on-disc DLC,
includes content already within the game but locked until players pay an additional fee, fostering a
sense of an incomplete initial purchase [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ].
        </p>
        <p>
          Social Deceptive Patterns are strategies that exploit players’ social networks and their desire for
community connection, encouraging actions beneficial to developers, such as in-game purchases or
promoting the game through peer pressure and social comparisons [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. One popular strategy within
this pattern within this pattern is Social Pyramid Schemes, which incentivizes players to recruit others
by ofering benefits, thereby posing risks to both the player and their social relationships [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ]. Another
form of this pattern involves Parasocial Interaction in games, where in-game characters exert emotional
pressure on players, encouraging prolonged engagement or purchases. This interaction leverages a
one-sided emotional connection, where players may feel a personal bond with characters who seem to
react to their actions, even though the relationship is not genuinely reciprocated [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Deceptive Design in Games for Children</title>
        <p>
          Deceptive design is omnipresent in digital media, ranging from general user interfaces [
          <xref ref-type="bibr" rid="ref19">21</xref>
          ] to natural
interaction such as voice interfaces [35], but also expanding to immersive media [23] and games [24],
with those targeting children being no exception. For example, in apps for children—especially in
free-to-play mobile games—deceptive patterns are common and raise the risk of exposing children to
manipulative designs [
          <xref ref-type="bibr" rid="ref33">38</xref>
          ]. In particular, studies reveal that popular free games for young children are
iflled with Temporal, Monetary, and Psychological deceptive patterns aimed at enhancing engagement
and encouraging in-app purchases [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ]. For example, Aesthetic Manipulation exploits children’s
preference for bright graphics, enticing them to make purchases, impacting their decision-making and
understanding of value [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ]. Additionally, loot boxes (i.e., packages containing randomized content
that remains undisclosed until the player opens them [22]) exploit children’s cognitive development
stage and enjoyment of surprises to promote spending [
          <xref ref-type="bibr" rid="ref35">40</xref>
          ], introducing mechanics to games that
resemble those typically applied in gambling [
          <xref ref-type="bibr" rid="ref44">49</xref>
          ]. While there have been extensive research eforts
exploring the intersection of gaming and gambling in the context of loot boxes, research on children’s
interactions with deceptive patterns and their integration in games addressing children more broadly
remains limited [
          <xref ref-type="bibr" rid="ref45">50, 22</xref>
          ], highlighting a relevant gap in empirical studies despite known risks [
          <xref ref-type="bibr" rid="ref35">40</xref>
          ]. Here,
much of the work focuses on mobile and free-to-play games, while less attention is given to full-price
games (i.e., games to be played on popular console or PC platforms, also referred to as AAA-games)
and the strategies they might employ. Benefits of AAA-games have previously been highlighted in the
context of family play, where Nintendo platforms and related games are highly relevant [
          <xref ref-type="bibr" rid="ref32">12, 33</xref>
          ].
        </p>
        <p>At the same time, we are beginning to understand the relevance of players and other stakeholders
being able to identify deceptive design, for example, the benefits of parents developing knowledge about
deceptive design in media for children, and being able to better mediate children’s media exposure [6].
Hence, we believe is crucial that we broadly understand presence and shape of deceptive patterns
in games for children across platforms and game types. Our work takes a first step in this direction
through an analysis of AAA-games popular among children and the presence of deceptive patterns,
laying the foundation for future research wishing to engage in responsible game design and helping
children and parents develop a better understanding of deceptive design in games.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>Here, we outline our approach to investigating deceptive patterns in our selection of AAA children’s
games, encompassing game selection, framework creation, data collection, and analysis.</p>
      <sec id="sec-3-1">
        <title>3.1. Game Selection</title>
        <p>
          The Nintendo Switch was selected as primary platform due to its well-known family-friendly nature345
and a wide range of games tailored for children6. For game selection, our strategy centered on
AAAgames known for their general appeal, popularity amongst a younger audience in particular, or those
being specifically marketed towards children. Also, AAA games are often regarded as the "masterpieces"
and the gold standard of the gaming industry [
          <xref ref-type="bibr" rid="ref42">47</xref>
          ]. Thus, we consulted databases and lists recommending
games suitable for children7891011. The games we considered for analysis had to have a PEGI rating
of 3, signifying appropriateness for all age groups and the absence of content that could potentially
disturb or frighten young children. We further only considered games that had an Amazon rating of no
less than 4 out of 5 stars, indicating popularity among customers. Where available, metascores for the
selected games ranged from 64 for Go Vacation (lowest game) to 92 for Mario Kart 8 Deluxe (highest
game).
        </p>
        <p>Our chosen games include Go Vacation [G5], Mario Kart 8 Deluxe [G34], My Friend Peppa Pig [G36],
PAW Patrol Mighty Pups Save Adventure Bay [G15], and Rocket League[G37]. We only included
singleplayer modes to provide a controlled environment, focusing on mechanics without external influences.
This approach suits younger children, who are less likely to play multiplayer games, and allows parents
greater oversight to identify deceptive patterns. Figure 1 shows a collection of gameplay screenshots
from these games, and the characteristics and rating known for their general popularity, popularity
3https://www.verywellfamily.com/best-video-game-consoles-for-kids-6754397
4https://www.uswitch.com/broadband/guides/best-games-console-for-kids/
5https://www.retrogaminghouse.com/blogs/news/best-video-game-consoles-for-families-a-comprehensive-guide
6https://www.internetmatters.org/resources/tech-guide/gaming-consoles-for-children/
7https://thetoyzone.com/nintendo-switch-games-for-4-year-olds
8https://thetoyzone.com/best-switch-games-for-toddlers
9https://www.familygamingdatabase.com
10https://www.hufpost.com/entry/nintendo-switch-games-for-kids_l_64da4514e4b0516e112da7ce
11https://www.nintendoworldreport.com/review/47859/go-vacation-switch-review
among a younger audience in particular, or those being specifically marketed towards children of the
games are summarized in Table 1.</p>
        <p>The selected games target a range of age groups: PAW Patrol and Peppa Pig target very young
children due to their simplistic gameplay and association with the respective popular children’s TV
series, while older children and whole families are targeted with more challenging and competitive
play, such as in Mario Kart, Go Vacation, and Rocket League. With this, we ensure that our analysis
reflects a variety of gaming interests in children.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Analytical Approach</title>
        <p>
          The data collection process employed an approach that combined elements of textual analysis [
          <xref ref-type="bibr" rid="ref14">16</xref>
          ] with
qualitative content analysis [
          <xref ref-type="bibr" rid="ref46">51</xref>
          ]. Textual analysis is a common approach in game studies (e.g., see [
          <xref ref-type="bibr" rid="ref21 ref8">10</xref>
          ]),
and comprises extensively playing a game (understood as a playable text [
          <xref ref-type="bibr" rid="ref9">11</xref>
          ]) with focus on key aspects
of a game, including gameplay logs, which are particularly relevant here: The main researcher engaged
in each of the selected games for 3-5 hours daily over the course of a week, producing reports of
gameplay and taking screenshots where relevant. In particular, logs focused on core game mechanics
and opportunities for player interaction, provision of player feedback, and progression systems in each
of the games. For each playing session, multiple entries were made, aligning with key observations.
For example, when playing Peppa Pig, a log entry reads, "During a bedtime story scene, no option to
skip or exit was available, requiring around two minutes wait before continuing.". Likewise, an entry for
Paw Patrol explains that the main researcher "Replayed the mission to collect missed pup treats, which
were marked as uncollected despite progress being partially saved. Navigating through already completed
sections unnecessarily extended playtime.". This strategy improved our understanding of gameplay
dynamics. Insights into game mechanics and deceptive patterns were garnered through this approach;
observations focused on the nature of patterns and how they were integrated into gameplay.
        </p>
        <p>
          Based on these detailed gameplay logs, the main author undertook a deductive coding process aligned
with qualitative content analysis [
          <xref ref-type="bibr" rid="ref46">51</xref>
          ]: First, we constructed a suitable categorization of deceptive
patterns based on the literature (see [
          <xref ref-type="bibr" rid="ref13 ref2 ref43">2, 14, 48</xref>
          ]) to serve as a foundation to develop categories and
codebook for analysis, thereby defining our coding agenda (see Table 2).
        </p>
        <p>After data collection, the primary researcher applied the codes from our codebook based on these
categories to a portion of the gameplay logs. The suitability of the coding agenda was then reviewed
by the other researcher to discuss thematic patterns. Afterwards, the primary researcher completed
the analysis of the remaining data. Finally, the primary researcher compiled the report of the findings
presented in the next section.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>In this section, we present the analysis results along our main categories (see Table 2). Overall, our
results highlight that Psychological deceptive patterns are most commonly found in the games we
analyzed, followed by Temporal patterns. Social patterns requiring multiplayer or social media access
were largely absent due to our focus on single-player modes, and monetary patterns were most common
in the free-to-play title included.</p>
      <sec id="sec-4-1">
        <title>4.1. Psychological Deceptive Patterns</title>
        <p>In our collection of games, we encountered multiple Psychological deceptive patterns, especially the
Invested/Endowed Value pattern, which was present in all titles we analyzed. Badges/Endowed Progress
and Complete the Collection patterns were also frequently observed, in contrast to Variable Rewards,
which were less common in our sample of games.</p>
        <p>
          The presence of the pattern of Invested/Endowed Value, i.e., fostering a deeper commitment from
players by requiring time, efort, and occasionally money to enhance their progression or status within
the game [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ], stands out when analyzing the mechanics of the games we included. Here, games like
Mario Kart, Rocket League, and PAW Patrol draw players in through mechanisms that require time and
spark curiosity, e.g., unlocking items. Likewise, games that allow players to form emotional ties with
characters such as Peppa Pig and PAW Patrol amplify this investment, seeking to make players feel like
indispensable parts of the team. The pattern of Badges/Endowed Progress (e.g., present in Rocket League),
introduces notifications for unlocks and sets long-term objectives, such as winning a set number of
matches. Under the Complete Collection pattern, collecting coins in Mario Kart unlocks characters
and karts that boost gameplay. Rocket League and Go Vacation provide personalization collectibles
without altering gameplay, while Paw Patrol integrates a "Collectibles" section, where gathering items or
completing tasks unlocks new game elements. The Variable Rewards pattern in Rocket League, ofering
random post-match item drops even in single-player modes against computer-controlled players, is
similar to Mario Kart and its item boxes, and adds unpredictability to the collection process. Overall, the
analysis uncovers prevalent use of Psychological deceptive patterns in the examined games, especially
those enhancing player investment and playing on player’s desire to complete tasks.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Temporal Deceptive Patterns</title>
        <p>
          We identified four key strategies of Temporal deceptive patterns, i.e., manipulative design techniques
used to extend or otherwise manage playtime [
          <xref ref-type="bibr" rid="ref29">30</xref>
          ], in our sample of games:
        </p>
        <p>
          First, we observed instances of Playing by Appointment, e.g., the Haunted Hallows event in Rocket
League that encourages players to align game time with real-world events. Second, we observed the
use of a Daily Rewards Mechanism in games like Go Vacation, ofering in-game benefits (e.g., outfits,
equipment) and penalizing missed days, disrupting the reward progress. Go Vacation also previews
upcoming rewards using silhouettes, playing on players’ curiosity. This may risk encouraging habits
of compulsive engagement, as such designs exploit children’s natural desire for rewards, fostering a
repeated need to log in daily. Third, the Grinding Mechanic that requires players to repeat specific
actions or tedious tasks to achieve some sort of progression [
          <xref ref-type="bibr" rid="ref29">30</xref>
          ] was apparent in games like PAW Patrol.
The game includes lengthy periods of repetitive gameplay where "pup treats" need to be collected, and
encourages replaying missions if not all items were collected initially. Finally, our analysis reveals a
widespread implementation of design mechanisms that complicate pausing or saving. While pausing
gameplay is possible, early exits lead to lost progress. For example, in PAW Patrol, if the player exits
before a mission is completed, progress within that mission is lost, compelling players to reach specific
milestones or complete missions to avoid loss of progress, significantly influencing session planning in
games without time constraints.
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Monetary Deceptive Patterns</title>
        <p>
          Overall, Monetary deceptive patterns were rare. They were most prominent in Rocket League—the only
free-to-play game in our sample. For example, Premium Currency is used for cosmetics like antennas,
trails, player banners, and toppers or the Rocket Pass, i.e., it ofers exclusive content through timed
progression. None of these elements provide competitive advantages, however, this may not be clear to
younger players. Likewise, Artificial Scarcity is employed to induce urgent purchases during special
events [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], fostering compulsive engagement by exploiting children’s limited ability to assess these
mechanisms or resist fear of missing out, as also noted in recent research [6]. Also Waste Aversion, the
tendency to avoid wasting resources already invested [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], is exploited through Rocket Pass challenges
to maximize players’ engagement with their purchases. Additionally, the shop places inexpensive items
alongside costly ones, making it more dificult to assess item value. Mario Kart includes pre-delivered
content in the base game, i.e., content that is part of the initial game but is locked behind a paywall [
          <xref ref-type="bibr" rid="ref43">48</xref>
          ].
The game also ofers special cups through the Booster Course Pass, a type of downloadable content
(DLC), which allows for the expansion of the game with new features and tracks. These contents are
shown in the base game, but cannot be accessed by players unless purchased.
        </p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Social Deceptive Patterns</title>
        <p>
          Our analysis focused on single-player modes, revealing no traditional Social deceptive patterns due to
the lack of multiplayer elements. However, we observed Parasocial Interaction (PSI) [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ] in some games,
where players were invited to emotionally connect with characters as if they were real [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ]. Given
that enduring Parasocial Relationships (PSRs) can mimic real-life interactions [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ], there is potential to
influence players. In games like Peppa Pig and PAW Patrol, familiar TV characters continuously address
the player from the start, ofering guidance and feedback throughout the game. For example, in PAW
Patrol, the main character of the TV series, Ryder, is prominently included in high fidelity and welcomes
and guides players. In Peppa Pig, Peppa and her family warmly greet and accompany players through
the game, for example, during player onboarding, but also at the stage of disengagement, during which
Peppa is taken to bed by her family.
        </p>
        <p>Table 2 summarizes the deceptive patterns identified in each game, highlighting their varied
prevalence.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>In our discussion, we answer the research question by examining the prevalence of deceptive patterns
in children’s games, and we explain our findings. Furthermore, we highlight avenues for future work
for the games research community to help better understand deceptive design through user studies
involving children, and by providing tools for children and their parents to educate themselves about
deceptive design in games.</p>
      <sec id="sec-5-1">
        <title>5.1. RQ: Do deceptive patterns exist in children’s games, and if so, which specific deceptive patterns are most prevalent in popular AAA games for children?</title>
        <p>
          Deceptive patterns do indeed exist in AAA children’s games, as revealed by our analysis of popular
Nintendo Switch titles. The most prevalent patterns include Psychological deceptive patterns, e.g.,
Invested/Endowed Value in Mario Kart, where collecting coins in races unlocks new karts, wheels, and
gliders, providing players with more options, and Temporal deceptive patterns, e.g., the absence of
an auto-save option evident across all games we analyzed. Monetary deceptive patterns were notably
absent from full-priced games (except for the DLC in Mario Kart), but extremely prominent in the
free-to-play title Rocket League. Social deceptive patterns were not observed due to the single-player
focus; however, given its prevalence in other children’s media such as mobile apps [
          <xref ref-type="bibr" rid="ref33">38</xref>
          ], Parasocial
Interaction [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ] and associated risks should be further examined in games utilizing familiar characters
for companionship and guidance, for example, in games like Peppa Pig and PAW Patrol.
        </p>
        <p>
          We also want to prompt reflection upon deceptive design, and whether problematic instances of
game design for children expands beyond the deceptive patterns explicitly discussed here. For example,
we observed frequent use of sound to reinforce reward mechanisms, e.g., in PAW Patrol, where reward
sounds like the coin collection sound in combination with verbal feedback from a non-player character
are prominently employed. In addition, we were surprised by the amount of hidden information and
control options, like deeply nested or missing exit buttons, hindering easy disengagement. For example,
Peppa Pig lacks an exit option in its menu, while PAW Patrol lacks one during long cutscenes. This may
evoke feelings of entrapment, removing children’s autonomy and causing distress. Previous research
on games [
          <xref ref-type="bibr" rid="ref17 ref25 ref38">19, 26, 43</xref>
          ] has shown that fulfilling basic psychological needs like autonomy is crucial
for a positive gaming experience. This underscores the need to analyze games in relation to basic
psychological needs such as autonomy, competence, and relatedness, enabling us to better understand
enriching, fulfilling, and enjoyable gaming experiences.
        </p>
        <p>
          Finally, our findings support the notion that free-to-play games, such as Rocket League, are more
prone to the utilization of deceptive patterns despite their generally high-quality game design. In
particular, we observed an emphasis on Monetary deceptive patterns, e.g., premium currencies, which
have been highlighted as problematic in previous research [
          <xref ref-type="bibr" rid="ref13 ref26">27, 14</xref>
          ]. In these cases, parents should be
cautious if their children play such games, potentially educating themselves and their children about
monetization strategies and implications, or instead opt for games with more transparent payment
models. In contrast, casual mobile games examined by Dahlan and Susanty [
          <xref ref-type="bibr" rid="ref13">14</xref>
          ] revealed both monetary
and social deceptive patterns, such as "Monetized Rivalries," where players are encouraged to spend
money for competitive advantages, and "Social Pyramid Schemes," incentivizing players to recruit
others for rewards. While these patterns were less relevant in single-player AAA children’s games, they
highlight the broader spectrum of manipulative techniques utilized in other gaming formats.
        </p>
        <p>
          Overall, these findings complement existing work on deceptive patterns in mobile games for children
as for example the work by Sousa and Oliveira [
          <xref ref-type="bibr" rid="ref37">42</xref>
          ], highlighting that the issue also extends to console
gaming.
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Avenues for Future Work</title>
        <p>In this section, we outline areas for future work that we believe would be promising for the
HumanComputer Interaction (HCI) and games research community to address on the basis of what we presented
here.</p>
        <sec id="sec-5-2-1">
          <title>5.2.1. Avenue 1: Studying Children’s Experiences of Deceptive Patterns in Game Design</title>
          <p>
            Our work shows that deceptive patterns are prominent in children’s games. While it is important
to highlight these explicitly problematic design strategies, we also need to develop a more nuanced
understanding of their implications for the player experience of children. For example, the boundaries
between deceptive design and regular game mechanics related to player progression can be blurry,
and need to be examined on a case-by-case basis. For example, the unlocking of additional items in
Mario Kart appears to be largely unproblematic, but links between player progress and real-world
events in Rocket League directly relate to temporal deceptive patterns. In addition, certain players
may respond to specific game design patterns more strongly. Here, we have little empirical data (see
section 2.2) on how the presence of specific game mechanics and those considered deceptive patterns in
games afect player experience and engagement patterns of children. This is a challenge in the HCI
and games research community, where little data on children’s player experience is available, albeit
a recent trend of seeking to understand children’s experiences with games more deeply [
            <xref ref-type="bibr" rid="ref30">31</xref>
            ]. In the
context of deceptive patterns, HCI and games research should explore whether certain patterns are
perceived as problematic by children, and how they change their player experience, whether and how
children reflect on such patterns.
          </p>
        </sec>
        <sec id="sec-5-2-2">
          <title>5.2.2. Avenue 2: Fostering Media Competency in Families</title>
          <p>
            Identifying deceptive patterns and other problematic design strategies in games for children can only
be a first step. A key challenge in this process is to support parents and children in developing media
competency, equipping them with the ability to identify and act upon deceptive design in games. In
future work, our community should build on our findings presented here to explore how parents can
recognize deceptive patterns in children’s games. Previous thesis work has provided initial evidence that
parents with expertise in gaming may be more competent at handling deceptive design [
            <xref ref-type="bibr" rid="ref34">39</xref>
            ], suggesting
that we should provide educational tools for parents without a gaming background. One way to achieve
this would be the development of an educational game with integrated deceptive patterns, highlighting
thereof, and debriefing segments after key gameplay sections to explain these patterns. Likewise, static
sources of information such as web portals (e.g., similar to [
            <xref ref-type="bibr" rid="ref41">46</xref>
            ]) could support families in understanding
of deceptive design in games.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Limitations</title>
      <p>There are some limitations to our work that need to be addressed by future research. First, given the
exploratory nature of our work, we narrowly focused on a limited sample of games, potentially missing
relevant games within the breadth of AAA titles available for children. Here, we want to follow up with
a broader (yet less in-depth) analysis of deceptive patterns in children’s games based on gameplay videos
in the future. Here, future work should improve the game selection process: Relying on online reviews
to determine game popularity may have limitations caused by fake reviews. Additionally, our analysis
primarily scrutinized games from a single gaming platform, possibly overlooking platform-specific
variations in deceptive pattern usage, leaving room for future work to explore deceptive design in
children’s games on other platforms (e.g. web-based PC and tablet games, and children’s mobile games
more widely). Finally, there is an opportunity to move beyond analysis at the level of game mechanic
and gameplay, instead focusing on player experience. Here, future work should examine how deceptive
patterns are perceived by children, and which impact children experience on how they engage with
games.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusion</title>
      <p>Our examination of deceptive patterns revealed prevalent Psychological and Temporal patterns in AAA
Nintendo Switch games popular among children. Although Monetary patterns were less frequent, they
were notably exploited in the free-to-play game Rocket League. Social patterns facilitated emotional
connections through Parasocial Interactions in our sample of games. Deceptive patterns were notably
more pervasive in Rocket League compared to the full-priced games, influencing player behavior
through various means. These findings stress the importance of raising awareness among parents and
children about deceptive patterns in children’s games, extending beyond mobile gaming to console
platforms, and necessitating further research.
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    </sec>
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