Designing for monetization: A taxonomy of dark patterns in top-grossing GaaS video games

Authors

DOI:

https://doi.org/10.51698/tripodos.2026.59.05

Keywords:

Game-as-a-Service (GaaS), dark patterns, monetization strategies, persuasive communication, digital literacy

Abstract

This article examines the highest-grossing free-to-play video games of 2024 to identify the use of dark design patterns as core monetization strategies. Drawing on a taxonomy organized around temporal, monetary, and social dimensions, the study analyses nine representative GaaS titles on mobile and console platforms. The findings reveal a denser and more aggressive deployment of these practices in mobile games, where mechanics such as daily rewards, opaque virtual currencies, loot boxes, and socially driven incentives converge. Several of these tactics closely mirror gambling dynamics, raising ethical concerns over compulsive spending, particularly among younger audi­ences. This research underscores the need for enhanced digital literacy, stronger regulatory frameworks, and further research into user self-regulation mechanisms within increasingly monetized play environments.

______________________

Este artículo examina los videojuegos free-to-play con más ingresos del 2024 para identificar el uso de patrones de diseño oscuros centrados en estrategias de monetización. Basándose en una taxonomía organizada en torno a dimensiones temporales, monetarias y sociales, el estudio analiza nueve títulos GaaS representativos en plataformas móviles y de consola. Los resultados apuntan a un despliegue más denso y agresivo de estas prácticas en los juegos para móviles, donde convergen mecánicas como las recompensas diarias, las monedas virtuales opacas, las cajas de botín y los incentivos sociales. Varias de estas tácticas reflejan fielmente la dinámica del juego, lo que suscita preocupaciones éticas sobre el gasto compulsivo, especialmente entre el público más joven. Esta investigación subraya la necesidad de reforzar la alfabetización digital, consolidar marcos regulatorios más sólidos y profundizar en la investigación sobre los mecanismos de autorregulación de los usuarios en entornos de juego cada vez más monetizados.

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Author Biographies

Sergio Gutiérrez-Manjón, Universidad Complutense de Madrid

PhD in Audiovisual Communication, Advertising and Public Relations at the Complutense University of Madrid with summa cum laude and international distinction. He is currently an Assistant Professor in the Department of Communication Theory and Analysis at the Faculty of Information Sciences at the Complutense University of Madrid. His lines of research are digital communication, social media and game studies, which he has published in high-impact journals. He has been a visiting scholar at the University of Helsinki (2020). He has been secretary of the Spanish Society for Video Game Sciences (SECiVi) since 2022.

Salvador Gómez-García, Universidad Complutense de Madrid

Salvador Gómez is Associate Professor in the Department of Journalism and Global Communication at Complutense University of Madrid He is Head of Journalism and professor of Journalism Degree. He got his PhD in Media Communication (with an international mention) in the Complutense University of Madrid (2008). Besides this, he holds a BA in Journalism, MA in Documentary Realization and MA in Fiction Screenwriting.
Salvador Gómez´s research interest explores the potential of digital games as discourses incorporated in the media outlets (newsgames, interactive graphic, etc.) and the intersection between journalism culture and game culture. This work is inspired by his earlier research on Media History. He has been visiting scholar at the Erasmo University of Rotterdam (Netherlands, 2020), Lincoln (United Kingdom, 2016), Université Paris-Est Marne-La-Vallee (France, 2011), Pontificia Universidad Católica (Chile, 2009) and the IT University of Copenhaguen (Denmark, 2005).

Gema Bonales-Daimiel, Universidad Complutense de Madrid

Gema Bonales-Daimiel holds a PhD in Audiovisual Communication and Advertising from the Complutense University of Madrid, where she received the Extraordinary Doctorate Award. She is currently a Lecturer and Researcher in the Department of Applied Communication Sciences at the Complutense University of Madrid.

Her research focuses on the impact of technology on communication, advertising, creativity, and art. She analyzes how platforms such as Twitch, TikTok, X (formerly Twitter), Facebook, and Instagram, as well as technologies like smartphones, voice assistants, IoT, chatbots, and artificial intelligence, are transforming the way brands communicate with their audiences. Additionally, she studies the role of video games, gamification, and virtual platforms in the construction of digital identity, with special attention to Generation Z and new forms of interaction and cultural consumption in hybrid environments.

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Published

17-03-2026

How to Cite

Gutiérrez-Manjón, S., Gómez-García, S., & Bonales-Daimiel , G. (2026). Designing for monetization: A taxonomy of dark patterns in top-grossing GaaS video games. Tripodos, (59), 76–97. https://doi.org/10.51698/tripodos.2026.59.05

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