Dark patterns are often used in interface design to manipulate users into performing actions they would otherwise not take, such as consenting to excessive data collection. We present a narrative serious game concept, along with seven educational dark pattern analogies designed to create awareness of and bolster resistance against dark patterns through direct consequences of player actions. We performed a qualitative laboratory gameplay study investigating player behavior when confronted with educational dark pattern analogies in a serious game and an online survey study evaluating the perceived helpfulness of our educational dark pattern analogies. Our results provide insights into influencing factors for adapting dark patterns into gameplay, as well as player motivations and driving forces influencing player behavior, and show educational dark patterns to be a promising solution to increase user understanding of dark pattern concepts.
翻译:暗黑模式常被用于界面设计中,以操纵用户执行其本不会采取的行动,例如同意过度数据收集。我们提出一个叙事式严肃游戏概念,以及七个教育性暗黑模式类比,旨在通过玩家行为的直接后果,提高对暗黑模式的认识并增强抵御能力。我们开展了一项定性实验室游戏研究,调查玩家在严肃游戏中面对教育性暗黑模式类比时的行为,并进行了在线调查研究,评估参与者对我们教育性暗黑模式类比的感知有用性。我们的结果为将暗黑模式适应于游戏玩法的影响因素、以及影响玩家行为的动机与驱动力提供了见解,并表明教育性暗黑模式是提升用户对暗黑模式概念理解的一种有前景的解决方案。