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I mean I think this site goes with "overly broad so you can pick what you want" approach.
Also the way I'm viewing it, is each individual item is a thread of a dark pattern. Weaved into normal game play it's completely fine. It's just when all the threads of a category come together is it a pattern designed to trigger addiction and over spending.
Like competition is listed under a category, but if that's the only item in the category, it still has a stellar score and rightfully so and isn't listed as a dark pattern.
Yeah, that's definitely the way to see it, and as that I think it's great. I think it might overload the term dark patterns a bit too much, and would have liked to have seen a different name used (as a game design academic), but I absolutely agree with and appreciate the approach otherwise.
Edit to include, I guess why I have that hesitation with an example - I couldn't link this in a class I'm teaching without loads of caveats because suddenly 80% of the curriculum gets seen as abusive when it's really just experience design and explain the grey (which we do, so this is quite helpful for that particular purpose), and I would need to caveat that when they see the term out in the wild it will be used differently.
That makes sense! The list of dark games probably is most helpful to be like "here's a list of games made to be addictive, what features that we spoke about are present in the games on this list?"