| Literature DB >> 35713902 |
Jenny Radesky1, Alexis Hiniker2, Caroline McLaren1, Eliz Akgun1, Alexandria Schaller1, Heidi M Weeks3, Scott Campbell4, Ashley N Gearhardt5.
Abstract
Importance: Manipulative design features (known as dark patterns) are common in video games and adult-directed technologies, but their prevalence in children's interactive media has not been described.Entities:
Mesh:
Year: 2022 PMID: 35713902 PMCID: PMC9206186 DOI: 10.1001/jamanetworkopen.2022.17641
Source DB: PubMed Journal: JAMA Netw Open ISSN: 2574-3805
Figure 1. Study Flow Diagram Illustrating Participant Device Data Collection, Missingness, and Apps Selected for Coding
Sociodemographic Characteristics of Preschool-Aged Children With Their Own Mobile Device Participating in the Preschooler Tablet Study
| Characteristic | Participants, No. (%) |
|---|---|
| Child | |
| Sex | |
| Girl | 70 (43.8) |
| Boy | 90 (56.3) |
| Age, mean (SD) [range], y | 3.96 (0.58) [3.01-5.52] |
| Race and ethnicity | |
| Non-Hispanic White | 120 (75.0) |
| Minoritized race or ethnicity | 40 (25.0) |
| Parent | |
| Sex | |
| Female | 150 (93.8) |
| Male | 10 (6.3) |
| Age, mean (SD) [range], y | 34.5 (4.3) [24.0-45.3] |
| Marital status | |
| Married/with partner | 145 (90.6) |
| Single/divorced/separated/widowed | 15 (9.4) |
| Educational attainment | |
| High school/GED or less | 10 (6.3) |
| Some college or 2-y degree | 54 (33.8) |
| 4-y college degree | 48 (30.0) |
| More than 4-y college degree | 48 (30.0) |
| Educational attainment (2-category) | |
| <4-y college degree | 64 (40.0) |
| ≥4-y college degree | 96 (60.0) |
| Employment | |
| None | 47 (29.4) |
| Part-time | 29 (18.1) |
| Full-time | 73 (45.6) |
| Multiple | 11 (6.9) |
| Child school/child care attendance | |
| Center-based or home-based | 113 (73.9) |
| Stays home with parent/caregiver | 40 (26.1) |
| Only child | |
| Yes | 33 (20.6) |
| No | 127 (79.4) |
| Income-to-needs ratio, mean (SD) [range] | 3.24 (1.79) [0.15-7.39] |
Minoritized racial and ethnic groups included Asian or Pacific Islander, Black and African American, Hispanic (any race), multiple races (non-Hispanic), and Native American or Alaska Native.
Manipulative Design Features to Prolong Gameplay or Encourage Purchases in Apps Played by Preschool-Aged Children
| UX typologies and descriptions | To prolong gameplay | To encourage purchases | ||
|---|---|---|---|---|
| Apps, No. (%) (n = 133) | Children, No. (%) (n = 160) | Apps, No. (%) (n = 133) | Children, No. (%) (n = 160) | |
| Parasocial relationship pressure | 33 (24.8) | 113 (70.6) | 25 (18.8) | 106 (66.3) |
| Time pressure | 23 (17.3) | 102 (63.8) | 14 (10.5) | 32 (20.0) |
| Navigation constraints | 61 (45.9) | 145 (90.6) | 49 (36.8) | 63 (39.4) |
| Lures | 60 (45.1) | 149 (93.1) | 61 (45.9) | 69 (43.1) |
| Total | 86 (64.7) | 152 (95.0) | 74 (55.6) | 128 (80.0) |
Abbreviation: UX, user experience.
A manipulative design feature was found in any of the top-duration apps coded for each child.
App character applies pressure to play longer or make a purchase through shame, taunting, or manipulation.
Fabricated time pressure at decision points, eg, countdown clock or communication that time is running out; often paired with confusing icons or lures.
Features constrain where to go or how player orients themselves. May include cumbersome features like frequent pop-up ads; auto-advance without choices to pause or go back; minimization of buttons that avoid purchases or stop gameplay.
Tokens, rewards, candy, virtual toys, gameplay items, words (eg, “hot item!” “popular choice!”), or visual cues that try to attract attention and encourage behaviors.
Manipulative Design Features to Encourage Interaction With Advertisements in Apps Played by Preschool-Aged Children
| Advertising-related manipulative design descriptions | Frequency in coded apps, No. (%) (n = 133) | Prevalence among 160 children, No. (%) (n = 160) |
|---|---|---|
| Roadblock ads | 29 (21.8) | 46 (28.8) |
| Strategically timed ads | 24 (18.1) | 25 (15.6) |
| Ads with reinforcement | 22 (16.5) | 25 (15.6) |
| Any type of ad | 42 (31.6) | 54 (33.8) |
Refers to whether the manipulative design feature was present in any of the top-duration apps coded for each child.
Ads appear for more than 20 seconds, pressure the player to play them (sometimes with age-inappropriate or violent content), or navigate player to the app store.
Ad pops up when the player tries to go back to the home screen (ie, stop playing) or cancels out of a purchase.
Player is promised gameplay items in exchange for watching ads.
Figure 2. Total Manipulative Design Scores Across Different App Categories Played by Preschool-Aged Children With Their Own Mobile Devices
Medians (with IQRs represented in error bars) are shown for app categories with 9 or more apps; individual data points are shown for smaller categories. VR indicates virtual reality; YT, YouTube.