Written by Saumya Raj, a third-year B.A. LL.B. (Hons.) student at Chanakya National Law University, Patna, and Shivangi Raj, an advocate practising before the Patna High Court and an alumna of Chanakya National Law University, Patna.
- Understanding Dark Patterns and Algorithmic Manipulation in Online Gaming
Dark Patterns are design elements in the user interface which deliberately push actions into a path that the user would not have taken but for some cognitive bias, attention draws them away from any planned course of action or perhaps asymmetry of information between platform and user. In digital environments, these techniques work by interfacing deception, nudging persuasion and constant A/B testing where platforms are data driven to maximise engagement and monetisation over user self-direction. Such practices are very clearly evident in online gaming ecosystems, where the entire architecture of game design is based around behaviours directly tied into such engagement loops as opposed to passive consumption.
These common gaming-specific dark patterns include near-win mechanisms simulating success without actually providing rewards, forced engagement loop mechanisms that create perceived progress through intermittent reinforcement, and carefully designed reward schedules that manipulate perceived progress by using intermittent reinforcement. A further layer of manipulation arises through algorithmic personalisation systems that profile users in real time. AI-based behavioural analytics is becoming a central part of modern gaming platforms, used to categorize players by the intensity of engagement and the spending habits. This can be used to target high-value users or often in industry terms known as a whale, with a personalized incentive, offer or reward system designed to maintain the high spending behaviour.
The peculiar vulnerability such manipulative architectures have to online gaming is because it combines behavioural economics with the psychology of gamification at scale. Games are specifically useful in maintaining sustained engagement, often without differentiating between entertainment and compulsions, particularly in adolescents and young adults.
II. Fragmented and Under-Inclusive Regulation: Mapping India’s Governance Gaps on Manipulative Gaming Design
Despite the recent policy developments that are indicative of the increasing government awareness, the current Indian regulatory landscape is architecturally incompetent in regulating manipulative design in online gaming. The inadequacy is not only due to the outdated laws but also the underlying structural oversight. The legal system controls the content, transactions, and data, but not the behavioural engineering, algorithmic persuasion, or design-level manipulation, which are the core elements of the modern gaming ecosystems. First, the Consumer Protection Act, 2019 and the E-Commerce Rules, 2020 do not allow misleading advertisements, unfair trade practices, and however, these frameworks are inherently transaction-centric in nature and not interaction-centric. They capture false statements or fraudulent solicitation but do not capture subtle design-based behavioural distortions such as friction-asymmetry, reward-loop timing, personalised micro-nudges, or variable-ratio pattern of reinforcement-mechanisms, mechanisms well-documented in the psychology of gaming (Yi & Li, 2025). Consequently, the activities that capitalize on the cognitive bias as opposed to informational deception still remain able to operate without regulatory scrutiny.
Second, the CCPA Dark Pattern Guidelines 2023 is the first statement in India recognizing the manipulative design of the user interface. Nevertheless, they take a sector-agnostic stance and categorise dark patterns according to observable surface behaviour (e.g., a misdirection, false urgency, nagging).This methodology overlooks the algorithmic substrate on which manipulation in games is based: adaptive difficulty systems, engagement, prediction models, spend-propensity classifiers, and behavioural segmentation engines. Such computational processes allow platforms to create friction, rewards, or scarcity messages in real time based on the profiles of the players, a form of algorithmic personalisation that is wholly outside the scope of the guidelines. Third, both the Digital Personal Data Protection Act, 2023, and the IT Rules, 2021, do not place restrictions on behavioural profiling to maximise engagement. Although personal data processing is regulated by the DPDP Act, the processing of inferred data (such as predicted addiction risk or spend potential) is not addressed, which can be even more consequential in gaming ecosystems. Inferential information, generated as a result of behavioural modelling, is not expressly safeguarded by the Indian data law-even though it is at the core of high-precision manipulation.
Fourth, the Indian law does not state anything about child-specific interface manipulation despite the fact that the practice is being experienced across the world with children being the most vulnerable. Neither MeitY nor DoCA have developed protection of persuasive UI against minors, including banishing pester loops, time-pressure mechanics, or reward-escalation sequences. This regulatory silence is present despite the fact that the number of young people involved in online gaming is high estimated to be a rapidly growing demographic of young users, which is disproportionately vulnerable to motivational traps (UNICEF, 2025).
Lastly, enforcement has a structural weakness. There is no specific regulator that has jurisdiction over the manipulation of UI/UX. The Dark Pattern Guidelines does not have the technical capability to perform interface audits or perform algorithmic forensics, i.e. the detection of design-level manipulation is overwhelmingly a matter of user complaints, which is an impractical model, as dark patterns are designed to work below conscious perception. This enforcement asymmetry produces a space where complex, data-driven manipulation thrives despite nominal regulatory safeguards.
III. Comparative Regulatory Models: Global Approaches to Governing Dark Patterns and Algorithmic Manipulation in Gaming
By analysing global frameworks, the gaps and normative best practices can be identified that are relevant to the Indian policy.
- The European Union: Comprehensive Regulation of Manipulative Design
The EU has the most in-depth set of tools to regulate manipulative design, mostly through the Digital Services Act (DSA) and Digital Markets Act (DMA). The DSA explicitly bans dark patterns that distort or make it more difficult for users to make autonomous decisions. Online platforms have to take steps to make sure that interfaces are not designed in ways that mislead or pressure users in their choices. This applies to online gaming environments, where there are also limitations on deceptive reward graphics, confusing subscription structures, and hidden nudges. Further, the EU’s Unfair Commercial Directive (UCPD) stipulates that commercial practices need to be transparent, and new guidance on the mechanics of loot boxes calls for transparency of probabilities and appropriate categorization of in-game purchases (European Parliament, 2020). In Belgium and the Netherlands, the paid loot box has been classified as a form of gambling and is banned or strictly regulated.
- The United States: Enforcement-Driven Approach to Deceptive Design
The United States has an enforcement-based approach based on the Federal Trade Commission Act, which prevents “unfair or deceptive acts or practices”. The 2022 FTC Staff Report on Dark Patterns documents interface elements that lead consumers to perform actions they would prefer not to, like forced continuity, hidden charges, confirm-shaming, and trick-question prompts (Federal Trade Commission,2022). While there isn’t a specific EU-style gaming regulation for the U.S., there were cases where the Federal Trade Commission (FTC) acted against gaming and digital platforms for manipulative sign-up processes, confusing cancellation processes, and hidden microtransactions (FTC v. Epic Games, 2023). This is an example of how in practice, traditional consumer protection law can be adapted to cover digital manipulation without the need for a separate piece of legislation. At the state level, the California Privacy Protection Agency (CPPA) has released proposed guidelines regarding the use of “dark patterns” to trick consumers into granting consent (CPPA Regulations,2023-2026). They are based on privacy law and not consumer protection law, but they provide a unique angle that views manipulative design as a breach of norms of data protection such as where consent is not “freely given”.
- The United Kingdom: Child-Centric Digital Design Governance
The Age-Appropriate Design Code (AADC) is the first code of practice in the United Kingdom to provide enforceable requirements for digital services that are likely to be used by children (UK Information Commissioner’s Office,2020). The Code sets high-privacy defaults, bans on nudge techniques that promote longer durations and mandates transparency concerning data use and profiling.
Additionally, policy discussions in the House of Lords in the UK and continuing consultations under the Online Safety Act (2023) have raised concerns around the need to increase the level of scrutiny on loot boxes and gambling-related structures, leading publishers like EA to adapt some in-game monetisation strategies for the UK and EU markets. The UK model therefore illustrates a child-centred risk-based regulatory approach.
- East Asian Models: Targeted Regulation of Addictive Gaming Architecture
The “Complete Gacha” system was banned in Japan after investigations by the Consumer Affairs Agency revealed that it used similar gambling patterns to exploit people’s behaviour. In South Korea, the probability of loot-box rewards for games is mandated by law under the Game Industry Promotion Act and having to disclose the algorithm behind randomised rewards. China’s current and updated gaming rules famously capped minors’ gaming time, and microtransactions and reward loops were strictly limited. These models show a recognition that gaming platforms use a most specific kind of manipulation, which needs to be regulated in a sector-specific way, as it is psychologically calibrated. Their experience shows that introducing general consumer protection norms alone is not enough to regulate a digital design in the context of a game ecosystem.
- Toward an Indian Regulatory Framework: Redesigning Accountability for Dark Patterns in Gaming
India’s existing regulatory framework is structurally weak in the face of manipulative game design practices, split between the Consumer Protection Act and the IT Rules, as well as in a few regulations scattered across the Ministry of Electronics and Information Technology (MeitY).
- The Need for a Sector-Specific ‘Digital Gaming Regulation Code’
It is essential to have a sector-specific ‘Digital Gaming Regulation Code (DGRC)’ that prohibits:
- confusing user interface practices (misleadingly named ‘rewards’ and pay-to-progress nudges),
- addictive design features targeting minors (infinite scroll, hyper-reward loops), and
- unannounced probability systems.
This Code should be issued under Section 79 of the IT Act and Rulemaking power of MeitY with legally binding norms and penalties against non-compliance. Moreover, the DGRC should include statutory requirements on game publishers: transparency, age-suitable design responsibilities, and algorithmic-impact assessment for high-risk game systems.
- Algorithmic Transparency and Probability Disclosure Mandate
India should adopt the Japanese and South Korean system, which requires the public to be informed of the probability rates for all loot boxes, gacha-type systems. This requirement shall be met by a requirement that contains:
- Updates in the probabilities in real time as the odds change;
- reporting of difficulty adjustments based on algorithms (“adaptive difficulty” systems that force extended play);
- bans on “complete the set” reward systems based on the psychology of scarcity.
The algorithmic transparency requirement should be monitored by a Digital Gaming Ombudsperson tasked with monitoring the logs of algorithms for detecting manipulative patterns.
- A Child-Centric Risk Framework
India needs to implement a risk-based child protection framework with the inclusion of :
- UI defaults that are suitable for the age,
- user age restrictions on persuasive design,
- child-safety norms based on the principles of the JJ Act,
- required parent dashboards to keep track of spending, time and reward loops, and
- Time-cap mechanisms based on the precedent of the East Asian countries, considering the socio-economic realities in India.
This risk framework should be linked with the National Commission for Protection of Child Rights (NCPCR) for creating a joint system of monitoring games for children.
Dark patterns in India’s gaming ecosystem also represent a wider structural imbalance in digital governance, which is the lack of a dedicated regulatory mechanism that can deal with behavioural, algorithmic and monetisation related harms. The regulatory framework needs to be future-proofed, bringing together sectoral requirements, tools to provide transparency for algorithms, child-protection measures and coordinated institutional oversight. A proposed Digital Gaming Regulation Code, underpinned by a Digital Gaming Council and Digital Gaming Ombudsperson is a clear, actionable and rights safeguarding roadmap.


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