Exploring Deceptive Patterns in Gaming Apps
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In her senior thesis presentation, Seya Tam discusses the use of deceptive marketing strategies in mobile games that trick minors into spending real money on virtual goods. Her project centers on creating a game designed to educate children about these deceptive practices through engaging gameplay. Tam focuses on two common deceptive patterns: forced action and obstruction, with future plans to expand on more types. Her approach aims to make the learning process interactive and suitable for children, emphasizing the importance of parental awareness in digital habits. The fictional game, Ollie's World, serves as an educational tool against these misleading tactics in gaming apps.
Seya Tam's senior thesis boldly tackles the topic of deceptive marketing practices in mobile games aimed at children. Through her innovative project, she seeks to illuminate how games often trick minors into purchasing virtual goods, a concern highlighted by incidents like the Facebook court case of 2012. Seya's focus is not just on the issues themselves but also on proactive education through gaming, using her creation as a tool for learning and awareness.
At the heart of Seya's project is a game called Ollie's World. The game is designed to engage children interactively by introducing characters like Oliver Otter, who guide players through scenarios illustrating deceptive marketing. The gameplay illustrates patterns such as forced action, where players might feel coerced into a decision, and obstruction, where processes are made unnecessarily challenging. Through this engaging method, children can learn about the traps set by these digital tactics in a safe environment.
With her sights set on future expansions, Seya plans to cover more deceptive patterns in her educational series of games. This project also extends its educational reach to parents, making them aware of their children's digital consumption and fostering a collaborative learning environment. The thoughtful design targets ease of understanding for young audiences, ensuring that even unsupervised playtime becomes an opportunity for critical learning and discussion about digital habits.