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Online research exposes deceptive mechanics in digital games from Australia

Research uncovers: 95% of gamers encounter deceitful gaming behaviors and games designed with manipulation in mind. Advocates push for stricter regulations.

Online game study in Australia uncovers hidden mechanisms that foster dark behaviors
Online game study in Australia uncovers hidden mechanisms that foster dark behaviors

Online research exposes deceptive mechanics in digital games from Australia

The findings of a comprehensive study conducted by Monash University and the Consumer Policy Research Centre were published on 28th April 2025, with updates on 26th August 2025. The study delves into the prevalence and effects of manipulative game designs on Australian gamers.

The study revealed that a staggering 83% of Australian gamers have experienced negative consequences due to such designs. Among these, 46% suffered financial losses as a result of hidden costs and in-game purchases. Furthermore, 54% of gamers reported persistent irritation while playing, and almost half of respondents admitted to spending more money than planned or making unintended purchases.

The study also uncovered instances of data collection that went beyond necessary information, with 61% of respondents reporting such occurrences. Dark patterns, as defined by the study, are manipulative design elements in apps, games, and websites that lead users to make unwanted decisions, often for revenue or data collection. Examples of these patterns include hidden costs, misleading buttons, hard-to-find cancellation options, forced registrations, and false urgency.

The research has led to recommendations for governmental measures to protect consumers, such as legal regulation or restrictions on "dark patterns"—design techniques that mislead or coerce consumers—especially in digital environments. The EU's Digital Services Act aims to significantly limit or ban such practices on major platforms to improve consumer protection.

In light of these findings, the study calls for clear real-money pricing, disclosure of win probabilities in loot boxes, and a requirement for game developers to provide systems for easy complaint submission. However, almost 42% of those affected did not attempt to complain or request a refund, often due to uncertainty or a lack of perceived success.

The study also suggests that Australia should legally ban unfair practices, implement stronger data protection rules, and protect children from manipulative game designs. In 2024, Australia introduced a new age rating for games with loot boxes, aimed at protecting children from such content.

Moreover, the study proposes the establishment of a digital ombudsman as a central point of contact for complaints in the digital sector. This would provide a streamlined process for addressing consumer concerns and promoting transparency in the digital gaming industry.

The study's findings also indicated that practices such as hidden costs, freemium models, and data collection are considered disruptive or harmful by the majority of gamers. Consequently, 28% of players had lost trust in game developers or platforms within the last 12 months.

In conclusion, the study by Monash University and the Consumer Policy Research Centre underscores the need for increased transparency, consumer protection, and ethical practices in the digital gaming industry. By addressing these concerns, we can ensure that gamers enjoy their pastime without facing unnecessary financial burdens, data breaches, or manipulative designs.

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