Games that Transform: Is It Possible to Combat Deceptive Patterns and Promote Well-Being Through Digital Games?
Abstract
This position paper responds to Grand Challenge 1 (GC1) of the Brazilian HCI community. In light of the growing proliferation of deceptive design practices in digital games, which compromise players’ autonomy and mental health, we argue that transformational reflective games represent a promising methodological path to advance GC1, particularly with regard to human well-being. We contend that, when grounded in robust theories such as Self-Determination Theory (SDT), these games transcend mere awareness-raising, creating experiences that catalyze critical reflection on the ethical consequences of design choices.
Keywords:
Transformational Reflective Games, Self-Determination Theory, Well-being, Eudaimonia
References
Culyba, S. (2024). The Transformational Framework: A Process Tool for the Development of Transformational Games. Carnegie Mellon University ETC Press, Pittsburgh, PA.
da Silva Junior, D. P., Alves, D. D., Carneiro, N., Matos, E. S., Baranauskas, M. C. C., & Mendoza, Y. L. M. (2024). GranDIHC-BR 2025-2035 GC1: New theoretical and methodological approaches in HCI. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC ’24). ACM.
Darin, T. & Carneiro, N. (2026). From understanding to intervention: Towards an agenda for countering dark patterns in games. In Darin, T., Rios, K., Cruz, G., Tórtoro, L., & Ricca, D. (Eds.), Interaction and Player Research in Game Development, pp. 87–101. Cham: Springer.
Darin, T., Carneiro, N., Miranda, D., & Coelho, B. (2023). Challenges in evaluating players’ interaction with digital games. In Santos, R. P. & Hounsell, M. S. (Eds.), Grand Research Challenges in Games and Entertainment Computing in Brazil GranDGamesBR 2020–2030, pp. 1–24. Cham: Springer.
Fleck, R. & Fitzpatrick, G. (2010). Reflecting on reflection: framing a design landscape. In Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, pp. 216–223.
Gray, C. M., Gunawan, J. T., Schäfer, R., Bielova, N., Sanchez Chamorro, L., Seaborn, K., Mildner, T., & Sandhaus, H. (2024). Mobilizing research and regulatory action on dark patterns and deceptive design practices. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24). ACM.
Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior, 80, 216–219.
Kronhardt, K., Rolfes, K., & Gerken, J. (2024). Trickery: Exploring a serious game approach to raise awareness of deceptive patterns. In Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’24), pp. 133–147. ACM.
Mekler, E. D., Iacovides, I., & Bopp, J. A. (2018). “A game that makes you question...”: Exploring the role of reflection for the player experience. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’18), pp. 315–327. ACM.
Miller, J. A., Gandhi, K., Whitby, M. A., Kosa, M., Cooper, S., Mekler, E. D., & Iacovides, I. (2024). A design framework for reflective play. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, pp. 1–21.
Ryan, R. M. & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68.
Santos Filho, L., Sousa Junior, A., Ribeiro, G., & Darin, T. (2024). They say that the world was built for two but deceptive patterns say otherwise: A critical game for player empowerment. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC ’24), pp. 1–15. ACM.
Sousa Junior, A., Santos Filho, L., Ribeiro, G., Coelho, A., Santos, V., Carneiro, N., Pereira, G., & Darin, T. (2025). The good dev: A reflective game to provoke behavior change about deceptive patterns in digital games. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’25), p. 7. ACM.
Whitby, M. A., Deterding, S., & Iacovides, I. (2019). “One of the baddies all along”: Moments that challenge a player’s perspective. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19), pp. 339–350. ACM.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
da Silva Junior, D. P., Alves, D. D., Carneiro, N., Matos, E. S., Baranauskas, M. C. C., & Mendoza, Y. L. M. (2024). GranDIHC-BR 2025-2035 GC1: New theoretical and methodological approaches in HCI. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC ’24). ACM.
Darin, T. & Carneiro, N. (2026). From understanding to intervention: Towards an agenda for countering dark patterns in games. In Darin, T., Rios, K., Cruz, G., Tórtoro, L., & Ricca, D. (Eds.), Interaction and Player Research in Game Development, pp. 87–101. Cham: Springer.
Darin, T., Carneiro, N., Miranda, D., & Coelho, B. (2023). Challenges in evaluating players’ interaction with digital games. In Santos, R. P. & Hounsell, M. S. (Eds.), Grand Research Challenges in Games and Entertainment Computing in Brazil GranDGamesBR 2020–2030, pp. 1–24. Cham: Springer.
Fleck, R. & Fitzpatrick, G. (2010). Reflecting on reflection: framing a design landscape. In Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, pp. 216–223.
Gray, C. M., Gunawan, J. T., Schäfer, R., Bielova, N., Sanchez Chamorro, L., Seaborn, K., Mildner, T., & Sandhaus, H. (2024). Mobilizing research and regulatory action on dark patterns and deceptive design practices. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24). ACM.
Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior, 80, 216–219.
Kronhardt, K., Rolfes, K., & Gerken, J. (2024). Trickery: Exploring a serious game approach to raise awareness of deceptive patterns. In Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’24), pp. 133–147. ACM.
Mekler, E. D., Iacovides, I., & Bopp, J. A. (2018). “A game that makes you question...”: Exploring the role of reflection for the player experience. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’18), pp. 315–327. ACM.
Miller, J. A., Gandhi, K., Whitby, M. A., Kosa, M., Cooper, S., Mekler, E. D., & Iacovides, I. (2024). A design framework for reflective play. In Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, pp. 1–21.
Ryan, R. M. & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68.
Santos Filho, L., Sousa Junior, A., Ribeiro, G., & Darin, T. (2024). They say that the world was built for two but deceptive patterns say otherwise: A critical game for player empowerment. In Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems (IHC ’24), pp. 1–15. ACM.
Sousa Junior, A., Santos Filho, L., Ribeiro, G., Coelho, A., Santos, V., Carneiro, N., Pereira, G., & Darin, T. (2025). The good dev: A reflective game to provoke behavior change about deceptive patterns in digital games. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion ’25), p. 7. ACM.
Whitby, M. A., Deterding, S., & Iacovides, I. (2019). “One of the baddies all along”: Moments that challenge a player’s perspective. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19), pp. 339–350. ACM.
Zagal, J. P., Björk, S., & Lewis, C. (2013). Dark patterns in the design of games. In Foundations of Digital Games 2013.
Published
2025-09-08
How to Cite
SOUSA JUNIOR, Alairton; CARNEIRO, Nayana; NUNES, Caio; DARIN, Ticianne.
Games that Transform: Is It Possible to Combat Deceptive Patterns and Promote Well-Being Through Digital Games?. In: POSITION PAPERS - GRANDIHCBR 2025-2035 - BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTATIONAL SYSTEMS (IHC), 24. , 2025, Belo Horizonte/MG.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 418-425.
DOI: https://doi.org/10.5753/ihc_estendido.2025.16221.
