Proceedings of the ACM on Human-Computer Interaction· 2026Q2
Playful but Persuasive: Deceptive Designs and Advertising Strategies in Popular Mobile Apps for Children
- 3citations
- Q2SCImago
- 2026year
Short summary
Every popular free children's mobile game (n=20) contained a median of 5.5 deceptive design patterns, with 90% featuring nearly ubiquitous, non-skippable advertising deeply intertwined with these manipulative tactics.
AI-generated from the title and abstract; the full text is not read.
Key points
- All 20 popular free children's mobile games analyzed contained deceptive design patterns.
- Games featured a median of 5.5 distinct deceptive design patterns each.
- Advertising was present in 90% of the games, predominantly non-skippable.
- Advertising was deeply intertwined with deceptive patterns throughout gameplay.
AI-generated from the title and abstract; the full text is not read.
Abstract
Mobile gaming apps are woven into children’s daily lives, including those of children too young to recognize commercial intent. When apps embed manipulative interfaces or heavy advertising, they place young users in environments that conflict with their right to play and to protection from exploitation, contributing to prolonged screen time, disrupted self-regulation, and accidental in-app purchases. We examined 20 popular, free-to-download children’s mobile games in German-speaking regions using persona-based cognitive walkthroughs to assess the prevalence of deceptive design patterns and advertising. Despite platform policies and EU frameworks such as the General Data Protection Regulation and the Digital Services Act, every game contained deceptive design patterns that can nudge, confuse, or pressure children, with a median of 5.5 distinct patterns per app. Advertising was nearly ubiquitous (90%), predominantly non-skippable, and deeply intertwined with deceptive patterns throughout gameplay. We discuss what these findings imply for HCI research on ethical game design, platform responsibility, and regulatory enforcement in the EU.
The authors' abstract, as published at the source. Proceedings of the ACM on Human-Computer Interaction, 2026 · DOI ↗
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Field: Education
EducationSocial Sciences