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European Conference on Games Based Learning (ECGBL)
Dark patterns are design techniques that manipulate players toward behaviors that may benefit developers more than users. The authors examined this in games aimed at children aged 0 to 5.
This study examines whether popular free mobile games designed for children aged 0 to 5 contain dark patterns, which are design techniques that manipulate players into behaviors that may serve developers more than users. Using qualitative heuristic analysis of gameplay, the authors reviewed the five most popular free children's games on the Apple App Store in February 2023. Their central argument is that young children's limited ability to recognize persuasive design makes them vulnerable, and that protecting them requires both more ethical design and stronger digital literacy among the adults who supervise them.
Across the sample, the researchers identified temporal, monetary, and psychological dark patterns, with advertisements appearing in all five games and paywalls in four. Aesthetic manipulations were also prominent, while social dark patterns were absent. Severity scores ranged from 2 to 4 on a 0-to-4 scale. The study also found that parental control mechanisms for in-app purchases existed but were simple, and that every game carried a contradictory "4+; Made for Ages 0 to 5" age rating, which the authors identify as a source of confusion for families.
The authors position these findings within early childhood digital literacy research, concluding that the primary literacy needs fall on adult caregivers, who must learn to evaluate game design and monitor children's play. They also call for greater responsibility from developers.
The study acknowledges significant limitations, including a small, non-representative sample and subjective assessments that would benefit from multiple evaluators and inter-rater reliability measures. It also did not investigate how inconsistent age ratings affect children or parents. Future work, the authors suggest, should include longitudinal research centered on children's voices and deeper analysis of monetization models, including free versus paid games and subscription services such as Apple Arcade.
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