{"id":239,"date":"2025-12-09T21:40:02","date_gmt":"2025-12-09T21:40:02","guid":{"rendered":"https:\/\/reghif.co.uk\/teach\/?page_id=239"},"modified":"2025-12-10T19:02:54","modified_gmt":"2025-12-10T19:02:54","slug":"games","status":"publish","type":"page","link":"https:\/\/reghif.co.uk\/teach\/games\/","title":{"rendered":"Hostile Game Design"},"content":{"rendered":"\n<p>There is often a difference between a game being good and being respectful. Does your game respect your time and your money? This checklist is something you can go through to start conversations and decide if it&#8217;s something worthy of your time and money. This applies to PC, console and especially mobile devices!<\/p>\n\n\n\n<p>These aren&#8217;t necessarily reasons to avoid a game totally, but it&#8217;s worth being aware of what manipulation the game is doing.<\/p>\n\n\n\n<div class=\"traits-container\">\n\n  <!--POSITIVE TRAITS -->\n  <h3 class=\"section-title positive-title\">Positive Traits (Green Flags): +1 point each<\/h3>\n  <div class=\"traits-grid\">\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p1\">i<\/button> Couch co-op\n      <\/label>\n      <div class=\"info-box\" id=\"p1\">Encourages playing together in the same room, supporting cooperation and shared experiences.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p2\">i<\/button> Educational value\n      <\/label>\n      <div class=\"info-box\" id=\"p2\">The game promotes learning, problem solving, or cognitive development. This is not when it asks a trivia question and then gives you some unrelated gameplay.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p3\">i<\/button> Calmness\n      <\/label>\n      <div class=\"info-box\" id=\"p3\">A relaxed pace or low-stress environment suitable for winding down.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p4\">i<\/button> Creativity\n      <\/label>\n      <div class=\"info-box\" id=\"p4\">Encourages imagination, building, designing, or problem solving in creative ways.<\/div>\n    <\/div>\n\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p5\">i<\/button> Skill building\n      <\/label>\n      <div class=\"info-box\" id=\"p5\">Helps develop fine motor skills, rhythm, decision making, etc.<\/div>\n    <\/div>\n\n\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"positive\"><button class=\"info-btn\" data-info=\"p6\">i<\/button> Narrative depth\n      <\/label>\n      <div class=\"info-box\" id=\"p6\">Getting a level of story and engagement with the in-game world that allows deeper thinking on the characters and dilemmas.<\/div>\n    <\/div>\n  <\/div>\n\n\n  <!-- NEGATIVE TRAITS -->\n  <h3 class=\"section-title negative-title\">Negative Traits (Red Flags): -1 point each<\/h3>\n  <div class=\"traits-grid\">\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n1\">i<\/button> Free\n      <\/label>\n      <div class=\"info-box\" id=\"n1\">Free games often use aggressive monetisation models to generate revenue.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n2\">i<\/button> In-game currency\n      <\/label>\n      <div class=\"info-box\" id=\"n2\">Virtual currencies can obscure the real cost of spending and make it difficult to see how much real money you&#8217;re spending.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n3\">i<\/button> Tiered pricing\n      <\/label>\n      <div class=\"info-box\" id=\"n3\">If the cost of in-game currency isn&#8217;t consistent then your brain gives up doing any conversions into real money.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n4\">i<\/button> Time restricted purchases\n      <\/label>\n      <div class=\"info-box\" id=\"n4\">Limited-time offers create pressure to spend quickly.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n5\">i<\/button> Paywalls\n      <\/label>\n      <div class=\"info-box\" id=\"n5\">Content blocked behind payments creates frustration and encourages spending.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n6\">i<\/button> Randomisation (loot boxes)\n      <\/label>\n      <div class=\"info-box\" id=\"n6\">Loot boxes mimic gambling and encourage repeated spending.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n7\">i<\/button> Pay-to-win\n      <\/label>\n      <div class=\"info-box\" id=\"n7\">Paying money gives competitive advantages, encouraging unhealthy spending habits.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n8\">i<\/button> Anchoring &#038; decoy pricing\n      <\/label>\n      <div class=\"info-box\" id=\"n8\">By saying how much something is discounted and placing it next to something more expensive, it makes it look like a bargain.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n9\">i<\/button> Normalisation of spending\n      <\/label>\n      <div class=\"info-box\" id=\"n9\">Frequent spending becomes an expected part of the game such as prominent store.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n10\">i<\/button> Purchased convenience\n      <\/label>\n      <div class=\"info-box\" id=\"n10\">The game will let you get straight to the fun stuff if you pay.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n11\">i<\/button> Purchases to survive\n      <\/label>\n      <div class=\"info-box\" id=\"n11\">The game will let you play but you get to levels which are near impossible without the extras.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n12\">i<\/button> Daily login rewards\n      <\/label>\n      <div class=\"info-box\" id=\"n12\">Creates habit-forming behaviour and fear of missing out.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n13\">i<\/button> Daily tasks\n      <\/label>\n      <div class=\"info-box\" id=\"n13\">Encourages compulsive play to maintain progression.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n14\">i<\/button> Timers (real-world wait)\n      <\/label>\n      <div class=\"info-box\" id=\"n14\">Long waits push players toward paying to skip them or forces the habit of revisiting the game often.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n15\">i<\/button> Sunk cost fallacy\n      <\/label>\n      <div class=\"info-box\" id=\"n15\">Players feel pressured to continue spending because they already invested time\/money.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n16\">i<\/button> Excessive repetition\n      <\/label>\n      <div class=\"info-box\" id=\"n16\">Repetitive tasks are used to extend engagement artificially without any new content.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n17\">i<\/button> Links to social media for perks\n      <\/label>\n      <div class=\"info-box\" id=\"n17\">Encourages external sharing for rewards. If you love a game you&#8217;ll talk about it without the pressure.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n18\">i<\/button> Guilt-tripping \/ team pressure\n      <\/label>\n      <div class=\"info-box\" id=\"n18\">Players may feel responsible for letting their team down if they don&#8217;t play enough or purchase an upgrade.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n19\">i<\/button> Short reward loops\n      <\/label>\n      <div class=\"info-box\" id=\"n19\">Fast, frequent rewards encourage habit formation and long play sessions. Hits all the dopamine receptors.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n20\">i<\/button> Addictive aesthetics\n      <\/label>\n      <div class=\"info-box\" id=\"n20\">Bright colours and satisfying sound cues encourage continued play. Hits all the dopamine receptors.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n21\">i<\/button> Streaks\n      <\/label>\n      <div class=\"info-box\" id=\"n21\">Players feel forced to log in or continue playing to avoid losing progress.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n22\">i<\/button> Near-miss feedback\n      <\/label>\n      <div class=\"info-box\" id=\"n22\">Designed to make losses feel close to wins, encouraging retrying (and spending).<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n23\">i<\/button> FOMO (exclusive items)\n      <\/label>\n      <div class=\"info-box\" id=\"n23\">Limited-time cosmetic items create pressure to spend before they disappear.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n24\">i<\/button> Voice\/text chat risks\n      <\/label>\n      <div class=\"info-box\" id=\"n24\">Open chat features create the possibility of exposure to inappropriate behaviour.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n25\">i<\/button> Grooming risk\n      <\/label>\n      <div class=\"info-box\" id=\"n25\">Online multiplayer may expose young players to predatory behaviours.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n26\">i<\/button> User-generated content\n      <\/label>\n      <div class=\"info-box\" id=\"n26\">Custom content may contain inappropriate or un-moderated material.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n27\">i<\/button> Referral bonuses\n      <\/label>\n      <div class=\"info-box\" id=\"n27\">Encourages recruitment-like behaviour and social pressure.<\/div>\n    <\/div>\n\n    <div class=\"trait-item\">\n      <label><input type=\"checkbox\" class=\"negative\"><button class=\"info-btn\" data-info=\"n28\">i<\/button> Push notifications\n      <\/label>\n      <div class=\"info-box\" id=\"n28\">If the game has to remind you to play, then you&#8217;re not leading.<\/div>\n    <\/div>\n\n  <\/div>\n\n  <!-- SCORE -->\n  <h2 style=\"text-align:center;margin-top:20px;\">\n    Total Score: <span id=\"score\">0<\/span>\n  <\/h2>\n  <div class=\"score-breakdown\">\n    <span id=\"positive-points\">0<\/span> positive and <span id=\"negative-points\">0<\/span> negative\n  <\/div>\n<\/div>\n\n<script>\n\/\/ SCORE UPDATE\nfunction updateScore() {\n  let score = 0;\n  let posScore = 0;\n  let negScore = 0;\n\n  document.querySelectorAll('.positive:checked').forEach(() => posScore++);\n  document.querySelectorAll('.negative:checked').forEach(() => negScore++);\n  score = posScore - negScore\n  document.getElementById('score').textContent = score;\n  document.getElementById('positive-points').textContent = posScore;\n  document.getElementById('negative-points').textContent = negScore;\n}\n\ndocument.querySelectorAll('input[type=\"checkbox\"]').forEach(cb => {\n  cb.addEventListener('change', updateScore);\n});\n\n\/\/ INFO TOGGLE (accordion behaviour)\ndocument.querySelectorAll('.info-btn').forEach(btn => {\n  btn.addEventListener('click', function () {\n\n    \/\/ Close all other boxes\n    document.querySelectorAll('.info-box').forEach(box => {\n      if (box.id !== this.dataset.info) {\n        box.classList.remove('open');\n      }\n    });\n\n    \/\/ Toggle selected one\n    document.getElementById(this.dataset.info).classList.toggle('open');\n  });\n});\n<\/script>\n\n\n\n<p>Note &#8211; this does not include: <\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Age rating for the game (see <a href=\"https:\/\/www.internetmatters.org\/resources\/video-games-age-ratings-explained\/\">https:\/\/www.internetmatters.org\/resources\/video-games-age-ratings-explained\/<\/a> ).<\/li>\n\n\n\n<li>Content checks &#8211; look at details and decide if the content itself is appropriate.<\/li>\n\n\n\n<li>Price.<\/li>\n\n\n\n<li>Game quality. Just because a game is respectful doesn&#8217;t make it good, likewise, some well received games use a lot of questionable practices.<\/li>\n<\/ul>\n\n\n\n<p>Type your game and score in the comments below! (all comments moderated)<\/p>\n","protected":false},"excerpt":{"rendered":"<p>There is often a difference between a game being good and being respectful. Does your game respect your time and your money? This checklist is something you can go through to start conversations and decide if it&#8217;s something worthy of your time and money. This applies to PC, console and especially mobile devices! These aren&#8217;t &#8230;.&nbsp;&nbsp;<a class=\" special\" href=\"https:\/\/reghif.co.uk\/teach\/games\/\">Read More<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"closed","template":"","meta":{"pagelayer_contact_templates":[],"_pagelayer_content":"","footnotes":""},"class_list":["post-239","page","type-page","status-publish","hentry"],"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/pages\/239","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/comments?post=239"}],"version-history":[{"count":22,"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/pages\/239\/revisions"}],"predecessor-version":[{"id":333,"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/pages\/239\/revisions\/333"}],"wp:attachment":[{"href":"https:\/\/reghif.co.uk\/teach\/wp-json\/wp\/v2\/media?parent=239"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}