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  <doc>
    <id>1491</id>
    <completedYear/>
    <publishedYear>2022</publishedYear>
    <thesisYearAccepted/>
    <language>deu</language>
    <pageFirst/>
    <pageLast/>
    <pageNumber>76</pageNumber>
    <edition/>
    <issue/>
    <volume/>
    <type>bachelorthesis</type>
    <publisherName/>
    <publisherPlace/>
    <creatingCorporation/>
    <contributingCorporation/>
    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>2022-05-10</completedDate>
    <publishedDate>--</publishedDate>
    <thesisDateAccepted>2022-05-10</thesisDateAccepted>
    <title language="deu">Dark Patterns in Videospielen – Unterschiede zwischen Casual-, Core- und Hardcore-Gamern</title>
    <abstract language="eng">Gaming  has  become  a  huge  industry.  In  an  attempt  to  generate  more  revenue, manipulative design decisions, aimed towards making the consumer act in certain ways or perform certain actions, which are beneficial to the developers of the game, have become  a  common  sight.  Those  design  decisions  have  become  known  under  the umbrella  term  “Dark  Patterns”.  While  individual  Dark  Patterns  have  already  been researched on their impact on gamers as a whole, it stands to reason that groups with widely  different  gaming  behaviors  would  exhibit  differences  in  their  exposure  and vulnerability towards these patterns.  This bachelor’s thesis aims to use a quantitative approach in the form of an online survey (n=465), to research this. For that, the survey asked questions about the participants gaming behavior and interactions with a wide array of Dark Patterns. The participants will then be grouped into casual-, core- and hardcore gamers based on their answers about their gaming behavior, after which the groups will then be directly compared in terms of their exposure and vulnerability towards Dark Patterns, in order to find any significant differences. Finally,  these  results  will  be  discussed  and  suggestions  for  further  research  will  be offered.</abstract>
    <identifier type="urn">urn:nbn:de:hbz:1383-opus4-14911</identifier>
    <enrichment key="opus.source">publish</enrichment>
    <enrichment key="opus.doi.autoCreate">false</enrichment>
    <enrichment key="opus.urn.autoCreate">true</enrichment>
    <licence>CC BY-NC 4.0 International - Namensnennung-Nicht kommerziell</licence>
    <author>Randy Salobir</author>
    <subject>
      <language>deu</language>
      <type>uncontrolled</type>
      <value>Videospiele</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Videogames</value>
    </subject>
    <subject>
      <language>mul</language>
      <type>uncontrolled</type>
      <value>Dark Pattern</value>
    </subject>
    <subject>
      <language>mul</language>
      <type>uncontrolled</type>
      <value>Gamer</value>
    </subject>
    <collection role="ddc" number="004">Datenverarbeitung; Informatik</collection>
    <collection role="institutes" number="">Fakultät Kommunikation und Umwelt</collection>
    <thesisPublisher>Hochschule Rhein-Waal</thesisPublisher>
    <thesisGrantor>Hochschule Rhein-Waal</thesisGrantor>
    <file>https://opus4.kobv.de/opus4-rhein-waal/files/1491/Bachelorarbeit_Randy-Thomas-Salobir_2022.pdf</file>
  </doc>
</export-example>
