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"What a stupid way to do business": Towards an Understanding of Older Adults' Perceptions of Deceptive Patterns and Ways to Develop Resistance

Published: 15 October 2024 Publication History

Abstract

There are growing efforts to reduce the harmful effects of deceptive patterns pervasively employed on e-commerce websites. However, efforts to produce new guidelines and introduce ethical design standards geared towards older adults have been limited. We investigate the potential of a serious game in fostering older adults' resilience against manipulative designs in e-commerce through two studies. First, a survey with older adults (N = 61), explored their attitudes towards deceptive patterns and identified characteristics influencing them. We then created a serious game, 'Shopopolis', to bolster older adults' resistance to manipulative designs online and evaluated its efficacy with older adults (N = 65). Our findings show that Shopopolis is a valuable tool for enhancing awareness, concern, and recognition skills related to e-commerce deceptive patterns. We discuss older adults' unique perspectives on deceptive patterns and consider how insights can shape the design of targeted protective measures like Shopopolis for older adults in e-commerce contexts.

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      cover image Proceedings of the ACM on Human-Computer Interaction
      Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CHI PLAY
      CHI PLAY
      October 2024
      1726 pages
      EISSN:2573-0142
      DOI:10.1145/3700823
      Issue’s Table of Contents
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      Published: 15 October 2024
      Published in PACMHCI Volume 8, Issue CHI PLAY

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      Author Tags

      1. dark patterns
      2. deceptive patterns
      3. e-commerce
      4. inoculation theory
      5. older adults
      6. online manipulation
      7. serious and persuasive games
      8. user experience
      9. user interfaces

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