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Behavioural Design in Video Games: Ethical, Legal, and Health Impact on Players

Published: 19 April 2023 Publication History

Abstract

Video games use behavioural design strategies, i.e., dark patterns, to increase engagement and drive revenue. These practices affect consumer behaviour, e.g., lead to extended playtime, and subsequently health, such as social well-being. HCI approaches such as motivational design or personalization are central to behavioural design strategies. Some approaches, e.g., in-game messages to guilt trip users, are ethically and legally questionable. In this workshop, we explore the ethical, health, and legal implications of behavioural design strategies. Our workshop aims to integrate interdisciplinary viewpoints, to co-develop a road map to address behavioural design, and collect contemporary perspectives on the issue. Participants will take away knowledge from different expert perspectives, concrete steps to address the impact of behavioural design, and a multidisciplinary expert network that will tackle existing and emerging future challenges.

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Cited By

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  • (2024)Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsProceedings of the ACM on Human-Computer Interaction10.1145/36770668:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2024)Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678834(312-317)Online publication date: 14-Oct-2024
  • (2023)Counterplay: Circumventing the Belgian Ban on Loot Boxes by AdolescentsProceedings of the ACM on Human-Computer Interaction10.1145/36110247:CHI PLAY(104-130)Online publication date: 4-Oct-2023
  • Show More Cited By

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    cover image ACM Conferences
    CHI EA '23: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
    April 2023
    3914 pages
    ISBN:9781450394222
    DOI:10.1145/3544549
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 19 April 2023

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    Author Tags

    1. behavioural design
    2. consumer health
    3. video games

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Disengagement From Games: Characterizing the Experience and Process of Exiting Play SessionsProceedings of the ACM on Human-Computer Interaction10.1145/36770668:CHI PLAY(1-27)Online publication date: 15-Oct-2024
    • (2024)Snarky's Adventure: A Research Tool to Explore How Children Understand Playtime and Experience Closure When Disengaging From GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678834(312-317)Online publication date: 14-Oct-2024
    • (2023)Counterplay: Circumventing the Belgian Ban on Loot Boxes by AdolescentsProceedings of the ACM on Human-Computer Interaction10.1145/36110247:CHI PLAY(104-130)Online publication date: 4-Oct-2023
    • (2023)Vulnerability and Play: Exploring the Mundane Ways in Which Games Might Harm PlayersCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616048(225-227)Online publication date: 6-Oct-2023

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