Radiant Patterns: A proposal for the ethical practice of game design that promotes well-being
Abstract
With the growth of the gaming market, a new problem is revealed around the world: Gaming Disorder. This psychopathology is characterized by the condition in which the players give maximum priority to the activity of playing in relation to other day-to-day activities, even if this entails negative consequences for them. There are design elements that drive the occurrence of this condition, the so-called Dark Patterns. These Dark Patterns oppose the interests of players in favor of the interests of developers. The present work seeks to propose and validate new game design patterns called Radiant Patterns, which discourage addictive/obsessive behavior, opening space for experiences that promote player well-being. The Radiant Patterns seek to satisfy, within the games, the three basic psychological needs of the player (Autonomy, Competence and Relatedness) based on the Self-Determination Theory.
Keywords:
Dark patterns, Game design, Evaluation, Engagement, Motivation
References
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Blizzard, A. (2019). Social connection in a virtual world.
Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., and Pidruzny, J. N. (2009). The development of the game engagement questionnaire: A measure of engagement in video game-playing. Journal of experimental social psychology, 45(4):624–634.
Brühlmann, F. and Schmid, G.-M. (2015). How to measure the game experience? analysis of the factor structure of two questionnaires. In Proceedings of the 33rd annual acm conference extended abstracts on human factors in computing systems, pages 1181–1186.
Charlton, J. P. and Danforth, I. D. (2010). Validating the distinction between computer addiction and engagement: Online game playing and personality. Behaviour & Information Technology, 29(6):601–613.
Creswell, J. W. and Creswell, J. D. (2021). Projeto de pesquisa-: Métodos qualitativo, quantitativo e misto. Penso Editora.
Damásio, A. (2012). O erro de Descartes: emoção, razão e o cérebro humano. Editora Companhia das Letras.
darkpattern.games (2022). Helping you find healthy mobile games. avoid addictive gaming dark patterns.
Esperidião-Antonio, V., Majeski-Colombo, M., Toledo-Monteverde, D., Moraes-Martins, G., Fernandes, J. J., Assis, M. B. d., and Siqueira-Batista, R. (2008). Neurobiologia das emoções. Archives of Clinical Psychiatry (São Paulo), 35(2):55–65.
Google (2019). Change the game: Driving inclusivity and belonging in gaming.
Google (2021). Beyond 2021: Where does gaming go next?
Gotterbarn, D., Miller, K., and Rogerson, S. (1997). Draft software engineeringcode of ethics (version 3). Communications of the ACM, 10(265684.265699).
Harviainen, J. T., Paavilainen, J., and Koskinen, E. (2020). Ayn rand’s objectivist ethics applied to video game business. Journal of Business Ethics, 167(4):761–774.
Heimo, O. I., Harviainen, J. T., Kimppa, K. K., and Mäkilä, T. (2018). Virtual to virtuous money: A virtue ethics perspective on video game business logic. Journal of Business Ethics, 153(1):95–103.
IEEE (2020). Ieee code of ethics.
Kappelman, L. A. (1995). Measuring user involvement: A diffusion of innovation perspective. ACM SIGMIS Database: the DATABASE for Advances in Information Systems, 26(2-3):65–86.
Meta (2019). Strategic considerations for mobile gaming engagement campaigns.
O’Brien, H. L. and Toms, E. G. (2008). What is user engagement? a conceptual framework for defining user engagement with technology. Journal of the American society for Information Science and Technology, 59(6):938–955.
O’Brien, H. L. and Toms, E. G. (2010). The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1):50–69.
Organization, W. H. (2020). Addictive behaviours: Gaming disorder.
Peters, D., Calvo, R. A., and Ryan, R. M. (2018). Designing for motivation, engagement and wellbeing in digital experience. Frontiers in psychology, 9:797.
Przybylski, A. K., Rigby, C. S., and Ryan, R. M. (2010). A motivational model of video game engagement. Review of general psychology, 14(2):154–166.
Ryan, R. M. and Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1):68.
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., and King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6):553–568.
Wijman, T. N. (2021). Google and newzoo – beyond 2021: Where does gaming go next?
Yang, Q. and Gong, X. (2021). The engagement–addiction dilemma: an empirical evaluation of mobile user interface and mobile game affordance. Internet Research.
Zagal, J. P., Björk, S., and Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
Published
2022-10-17
How to Cite
MIRANDA, David M.; DARIN, Ticianne de Gois Riberio.
Radiant Patterns: A proposal for the ethical practice of game design that promotes well-being. In: WORKSHOP OF THESES AND DISSERTATIONS - BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTATIONAL SYSTEMS (IHC), 21. , 2022, Diamantina.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 219-227.
DOI: https://doi.org/10.5753/ihc_estendido.2022.225630.
