Dark Patterns in Game Design
The Black Book

What if the game is designed to play you? Have you ever felt a beloved video game slowly turn into a second job? Have you spent money on a loot box or a special offer, only to be left with a feeling of regret? What if that frustration wasn't your fault, but was part of the game's very design?
This book is the "Black Book" you need to understand the game behind the game. Journey through a stark contrast of two fictional games: the player-respecting Nordic Pond and the predatory Starlight Odyssey. Through powerful allegories—from the ethical "Master Watchmaker" versus the cynical "Saboteur" to the "Welcoming Workshop" versus the "Haunted Casino"—you will gain a crucial, shared language to identify and analyze the hidden systems designed to play you.
Inside, You Will Discover:
- The Psychology of Compulsion: Uncover how elegant gameplay loops are deliberately sabotaged with variable reinforcement, turning a "virtuous timepiece" into an addictive "Skinner Box" designed to create neurological craving.
- The Architecture of a Bad Deal: Learn how designers use currency obfuscation to hide the real cost of spending and how "Choice Architecture" creates deceptive funnels that guide you toward a monetized outcome.
- The Weaponization of Community: See how daily quests, FOMO timers, and Pay-to-Win systems are engineered to exploit social pressure and the fear of loss, turning friendship into financial leverage.
- The Business of Frustration: Expose the cynical model of "Grind Inflation," where developers intentionally create boring, tedious gameplay for the sole purpose of selling you a convenient, monetized "fix".
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Back Cover
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Janne Tyni, Ph.D.
This work is part of IndieUXR's ongoing research into ethical game design and player psychology.
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