Playing with risks - deceptive design patterns in digital games popular among children and adolescents

dc.contributor.advisorSantos, George Augusto Valença
dc.contributor.advisorLatteshttp://lattes.cnpq.br/8525564952779211
dc.contributor.authorSilva, João Victor da
dc.contributor.authorLatteshttp://lattes.cnpq.br/0578618587628430
dc.date.accessioned2026-08-06T14:45:24Z
dc.date.issued2026-07-13
dc.degree.departamentComputação
dc.degree.graduationBacharelado em Ciência da Computação
dc.degree.levelbachelor's degree
dc.degree.localRecife
dc.description.abstractxChildren are active users of digital platforms, particularly online games, where manipulative design features are often implemented to maximize engagement, retention, and monetization. While many of these mechanisms are considered legitimate game design practices, others may function as unethical design patterns that expose young users to different forms of online risk. In this paper, we investigate deceptive design patterns in digital games popular among young users and examine how these patterns relate to children’s online risks. First, we reviewed taxonomies of deceptive and manipulative design in games. Next, we conducted an empirical study with game users who analyzed popular games and identified deceptive patterns based on the Dark Pattern Games taxonomy. Finally, the identified patterns were mapped to the 4Cs framework for children’s online risks. Our results reveal 18 deceptive design patterns in 5 widely played games that encompass psychological, monetary, temporal, and social strategies. The findings indicate that these patterns are primarily associated with contract risks, conduct risks, and cross-cutting risks related to health and well-being, while content and contact risks were not directly represented. Hence, this study provides important evidence to promote safer and more ethical digital platforms for children and adolescents.
dc.format.extent9 f.
dc.identifier.citationSILVA, João Victor da. Playing with risks - deceptive design patterns in digital games popular among children and adolescents. 2026. 9 f. Trabalho de Conclusão de Curso (Bacharelado em Ciência da Computação) – Departamento de Computação, Universidade Federal Rural de Pernambuco, Recife, 2026.
dc.identifier.urihttps://arandu.ufrpe.br/handle/123456789/9004
dc.language.isoen_US
dc.publisher.countryBrazil
dc.publisher.initialsUFRPE
dc.rightsopenAccess
dc.rights.licenseAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectJogos digitais
dc.subjectComportamento manipulador
dc.subjectInteração humano-máquina
dc.subjectDireitos das Crianças
dc.subjectPrivacidade
dc.titlePlaying with risks - deceptive design patterns in digital games popular among children and adolescents
dc.typebachelorThesis

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