Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga...
summary
Built a VR Deceptive Game Design Assessment Guide and synthesize eight themes covering 71 deceptive patterns, then run a seven-week autoethnography on Moss: Book 2 and Beat Saber and compare results to Overwatch 2 on PC. Finds many classic dark patterns persist in VR, battery and session limits currently constrain some harms, but VR’s sensory immersion amplifies emotional and sensory manipulation. Claims these evolved patterns are likely to escalate as hardware improves and urges development of concrete ethical design guidelines.
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