The article, published in open access, reviews 15 scientific studies of the use of video games by people between the ages of 15 and 24, suggesting that these more or less hidden mechanisms in the architecture of video games exploit the vulnerabilities typical of young people, such as impulsiveness, reward sensitivity and social pressure, to push up revenues. “Realizing that, online, the boundaries between playing and betting were becoming blurred, especially among young people, led us to investigate what young people do, but also how the devices themselves and the design of the games condition these practices,” said Joan Arnedo and Daniel Aranda, the researchers from the Learning, Media and Entertainment Research Group (GAME) behind the study.
A conscious “deception” #
One of the most significant findings of the study is that young people are not simply ‘fooled’ by monetization systems: they are often aware of them, but accept them as part of the gaming experience. This acceptance cannot be understood only at the individual level, but within the framework of a broader ecosystem in which the video game functions as an economic and financial infrastructure. “Video games based on this type of strategy are platforms designed to generate data, calling for constant attention and continuous spending,” according to researchers from the Interdisciplinary Research Centre on Social and Cultural Transformations (UOC-TRÀNSIC).
Young people are no strangers to these video game dynamics. “In many cases, they know how these systems work and accept them as a normal part of the gaming experience, because they do not appear as external or imposed mechanisms, but as a component part of the game itself and its ecosystem,” said Aranda, who teaches in the Faculty of Information and Communication Sciences. “Many young people have grown up with these systems and see them as the norm, not as a deviation,” he added.
Moreover, due to their design, the link between young people and gaming is not only functional. There is also a bond related to affection and personal projection: stopping play does not simply imply interrupting an activity, but also turning away from a whole world of possibility, progress, achievement and belonging. This means that, even if they are critically aware, it is often easier to continue playing than to quit.
Mass consumption, moderate expenditure #
This qualitative study (infographic available in Spanish), in which Ronald Sáenz Leandro, who recently earned his PhD at the UOC and is a researcher in the GAME group, took part, also investigated spending, finding that six out of ten young people say they spend money every month on video games, although mostly in small amounts. The most common case (22.7%) is those who spend between €1 and €9.99 per month, followed by 14.3% who spend between €10 and €19.99 and 11.3% who spend less than one euro. However, 38.4% of young players don’t spend anything. **The data, therefore, show that spending is common but consists of occasional small amounts, reinforcing the idea that the design of video games – based on chance, urgency and payment – can normalize consumption within the game.
We need to rethink how games are regulated #
Based on these results, the UOC experts propose rethinking current regulations by also incorporating the logic of design, monetization and interaction typical of contemporary video games. “This involves expanding the criteria to explicitly include dark patterns, random-based mechanics and the internal economies of games, as well as strengthening transparency requirements, especially with regard to probabilities, real costs and virtual currency conversion systems,” Arnedo said. “There is an urgent need for coordinated action to reduce the risks associated with these digital environments,” Aranda added.
The UOC develops new tools #
The project has not only made it possible to identify the problem; UOC researchers are also developing tools to address it. They are already working on the creation of an educational analysis app that will identify and flag these mechanisms in video games. They are also preparing a series of preventive recommendations and lines of action for professionals and institutions.
In addition, through Joan Arnedo, the UOC is participating in the Konexio-Ona project, an educational and social initiative whose main aim is to analyse and work on the impact of technology on young people, especially in the development of their identity and habits. Through educational initiatives, workshops and pedagogical material aimed at schools, families and professionals, the programme, also supported by the University of Vitoria-Gasteiz (EUNEIZ), the TecnoCampus and the Álava Association of Recovering Gamblers (ASAJER), seeks to raise awareness of the role of hidden patterns in video games and propose safer and more responsible alternatives. Due to its interest, the programme is one of the three short-listed projects to be presented to the Senate this month for the 2026 Internet Day Awards.
The study is part of the UOC’s Culture for a critical society and Ethical and human-centred technology research missions and supports the UN Sustainable Development Goals (SDGs), especially 4, Quality Education, and 12, Responsible Consumption and Production.
Citation #
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The aticle The impact of video game use of dark patterns and random reward mechanisms on the youth: A systematic literature review fue publicado en Entertainment Computing. Authors: Joan Arnedo-Moreno, Joan J. Pons López, Paula Rodríguez-Rivera, Antoni Baena & Daniel Aranda.
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The article Young people are aware of and normalize hidden design features of video games that encourage spending, signed by Xavier Aguilar and Sònia Armengou was published in the Universitat Oberta de Catalunya’s news section.
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