Risky game designs and how they pull us in
Some games are designed to make it hard to stop or easy to spend. Look for these tricks. A prize for coming back tomorrow can make you feel you must return. A countdown timer on an offer makes you hurry. In pay to win games, paying real money gives an advantage over other players. A loot box is a box you pay real money for that holds a random prize, like a lucky draw; you may not get what you wanted, and some countries have rules about them. Fear of missing out says everyone is there, so join now. Some games also contain violence or rude language, which is why age labels exist. The best defence is a calm question. Before spending any money, tell a trusted adult, because it is real money even if it is called a coin or a gem in the game.
| Design trick | How it pulls you | A better question |
|---|---|---|
| daily prize: come back tomorrow | makes you feel you must return | Do I want to play, or do I feel I must? |
| countdown timer on an offer | makes you hurry | Can I wait and ask a grown-up? |
| pay to win | paying gives an advantage over others | Is this fair, and who is paying? |
| loot box | real money for a random prize | Would I be happy with nothing useful? |
| fear of missing out | “everyone is there, join now” | Is it okay to skip this event? |
Choose two of the five tricks. For each one, write an invented example from a game, explain how it pulls a player, and write the question you would ask yourself. Then write one sentence for what you do before spending real money.