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Conceptualizing dark patterns with the ludeme theory: A new path for media education?

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Academic year: 2021

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CONTEXTUALIZING

DARK PATTERNS

WITH THE LUDEME

THEORY

Bruno Dupont

Maarten Denoo

Eva Grosemans

Steven Malliet

Rozane De Cock

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2

1.

THE RELATIVE

DARKNESS OF

PATTERNS

INTRODUCTION

(3)

A dark game design pattern is a pattern used intentionally by a game

creator to cause negative experiences for players which are against

their best interests and likely to happen without their consent.

(Zagal et. al 2013)

Lootboxes, grinding, (false) impersonation,…

(4)

4

Is

darkness

Objective?

Given in advance?

Applicable everywhere, everytime, to

everyone?

(Deterding et al. 2020 among others)

CRITICAL VOICES

SimCity BuildIt

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2.

LUDEMES INSTEAD

OF PATTERNS

CENTERING ON

PLAYER

EXPERIENCE

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“game design patterns are semiformal interdependent descriptions of

commonly reoccurring parts of the design of a game that concern

gameplay”

(Björk & Hopalaien 2005)

, without presumptions on the specific

appearance of this structure in a given game.

6

DARK PATTERNS

(7)
(8)

“PUSHABLE BLOCKS” IN THE ZELDA SERIES

8

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“basic video game unit”

“being and doing, formalization and use, game and player

videoludic

equivalent of Saussure’s morpheme

constitued of

• picture = “grapheme

• sound = acousteme

• mechanical properties or mechanemes”

(Hansen 2019)

THREE PARTS OF A

LUDEME

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10

3.

A LEXIC OF

LUDEMES

VARIATION AND

EVOLUTION

ACROSS VIDEO

GAMES

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private mental ludemes collection

enables rapid action

borrowed and cited

rely on experience

RECALLING LUDEMES

FROM THE LEXIC

LEXIC

Super Mario

Bros. (1985)

Super Mario

Bros. 3 (1990)

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12

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Contemporary game industry

smartphone games

remakes and modernizations

nostalgia factor

video game culture

REMAKES ARE TRENDY

Crazy Taxi

(smartphone remake, 2017

)

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14

4.

EXPLOITING VIDEO

GAME LEXIC

A FEW

EXAMPLES

FROM SIMCITY

BUILDIT

(15)
(16)

WOODGROVE

BANK 16

SimCity BuildIt

, 2018

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Simoleon-ludeme

coin + tinkle + in-game expenses

SimCity 3000

(18)

18

5.

WHAT LUDEMES CAN

AND CANNOT DO

FOR MEDIA EDUCATION

QUESTIONS TO

PONDER

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Diverse literacy levels among the players

Awareness of game design

Willingness to expose oneself to game sequences

Player agency

Value prior experiences as tools for analyzing new games

Reinforcing ludeme theory

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THANK YOU

(21)

Björk, S., & Holopaien, J. (2005). Patterns in game design. Charles River.

darkpatterns.game

Deterding, C.S. (2020), Stenros, J., & Montola, M. (Accepted: 2020) Against "Dark Game Design Patterns". Abstract Proceedings of the 2020 DiGRA International Conference, Finland (cancelled).

Hansen, D. (2019). Morphologie du médium vidéoludique : Le ludème envisagé comme unité minimale

fonctionnelle du jeu vidéo. (Unpublished master's thesis). University of Liège.

Holopaien, J. (2011). Foundations of gameplay. (Unpublished doctoral thesis). Blekinge Institute of Technology.

Hurel, P.-Y. (2020). L'expérience de création de jeux vidéo en amateur - Travailler son goût pour

l'incertitude. (Unpublished master’s thesis). University of Liège.

Lewis, C. (2014). Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based

Communities. Apress.

Zagal, J. P., Björk, S., & Lewis, C. (2013, 16 May). Dark patterns in the design of games. Paper presentation at Foundations of Digital Games, Chania, Greece.

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