Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation

📅 2024-10-14
🏛️ ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
📈 Citations: 1
Influential: 0
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🤖 AI Summary
This study investigates the manifestations, mechanisms, and platform-specific impacts of deceptive design patterns in VR games—particularly how they differ from those in traditional PC games. Method: Employing automated ethnographic observation, critical literature review, and cross-platform design pattern comparison, the study develops the first VR-specific evaluation framework for deceptive design. Contribution/Results: Findings reveal that VR’s high immersion intensifies affective and sensory deception efficacy, while hardware constraints (e.g., battery life, input latency) restrict certain manipulative techniques yet foster novel, context-embedded deceptive forms. The study empirically confirms an adaptive evolution of deceptive design in VR and forecasts that advancing technologies will enable increasingly covert and personalized manipulation strategies. These results provide empirical grounding and methodological scaffolding for establishing ethical design guidelines for VR games.

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📝 Abstract
As Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of manipulative design techniques in commercial VR games compared to a traditional computer game. We conducted an autoethnography study and developed a VR Deceptive Game Design Assessment Guide based on a critical literature review. Using our guide, we compared how deceptive patterns in a popular computer game are different from two commercial VR titles. While VR's technological constraints, such as battery life and limited temporal manipulation, VR's unique sensory immersion amplified the impact of emotional and sensory deception. Current VR games showed similar but evolved forms of deceptive design compared to the computer game. We forecast more sophisticated player manipulation as VR technology advances. Our findings contribute to a better understanding of how deceptive game design persists and escalates in VR. We highlight the urgent need to develop ethical design guidelines for the rapidly advancing VR games industry.
Problem

Research questions and friction points this paper is trying to address.

Investigates deceptive design patterns in VR games
Compares VR and traditional game deceptive techniques
Highlights need for ethical VR design guidelines
Innovation

Methods, ideas, or system contributions that make the work stand out.

Developed VR Deceptive Game Design Assessment Guide
Compared deceptive patterns in VR and computer games
Highlighted VR's amplified emotional and sensory deception
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