☰ Year plan · Communication Technology

Healthy gaming habits

Week 13 · Unit 2, Lesson 3 Cyber Awareness and Dangerous Electronic Games · 3 lessons
2

Risky game designs and how they pull us in

ICT Prep 3 Term 1, Unit 2, Lesson 3: pp. 82–86
GoalRecognise designs that try to keep us playing or spending, and ask a better question about each.
New words
dark pattern · a design trick that pushes you to do something you did not planpay to win · a design where paying real money gives a big advantageloot box · a box you pay for that holds a random prize, like a lucky drawFOMO · fear of missing out: feeling you must join so as not to lose something
Explanation

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 trickHow it pulls youA better question
daily prize: come back tomorrowmakes you feel you must returnDo I want to play, or do I feel I must?
countdown timer on an offermakes you hurryCan I wait and ask a grown-up?
pay to winpaying gives an advantage over othersIs this fair, and who is paying?
loot boxreal money for a random prizeWould I be happy with nothing useful?
fear of missing out“everyone is there, join now”Is it okay to skip this event?
Worked examples
A game shows Omar a timer: the prize is gone in 10 minutes. Omar notices that the timer is pushing him. He pauses, asks himself whether he needs the prize, and asks a grown-up before doing anything.
pay firstrandom prizeask a grown-up
A loot box is like a lucky draw with three closed envelopes. You pay first and open later. Inside you may find something useful or nothing you wanted. That is why it needs a grown-up’s yes.
Class activity

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.

Practice
1
Why can a loot box leave you with nothing useful?
2
Why does a countdown timer on an offer matter?
3
A game offers a prize for the next 10 minutes only. What do you do first?
4
What can a label on a game tell a family?