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Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children

IMPORTANCE: Manipulative design features (known as dark patterns) are common in video games and adult-directed technologies, but their prevalence in children’s interactive media has not been described. OBJECTIVES: To develop a reliable coding scheme for gathering data on manipulative digital designs...

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Autores principales: Radesky, Jenny, Hiniker, Alexis, McLaren, Caroline, Akgun, Eliz, Schaller, Alexandria, Weeks, Heidi M., Campbell, Scott, Gearhardt, Ashley N.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: American Medical Association 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9206186/
https://www.ncbi.nlm.nih.gov/pubmed/35713902
http://dx.doi.org/10.1001/jamanetworkopen.2022.17641
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author Radesky, Jenny
Hiniker, Alexis
McLaren, Caroline
Akgun, Eliz
Schaller, Alexandria
Weeks, Heidi M.
Campbell, Scott
Gearhardt, Ashley N.
author_facet Radesky, Jenny
Hiniker, Alexis
McLaren, Caroline
Akgun, Eliz
Schaller, Alexandria
Weeks, Heidi M.
Campbell, Scott
Gearhardt, Ashley N.
author_sort Radesky, Jenny
collection PubMed
description IMPORTANCE: Manipulative design features (known as dark patterns) are common in video games and adult-directed technologies, but their prevalence in children’s interactive media has not been described. OBJECTIVES: To develop a reliable coding scheme for gathering data on manipulative digital designs, describe their prevalence within apps used by a community-based sample of young children, and test hypotheses about associations of manipulative design features with socioeconomic status (SES). DESIGN, SETTING, AND PARTICIPANTS: This cross-sectional study of a convenience sample of parents of children aged 3 to 5 years was conducted online. Eligible parents were legal guardians of a 3-to-5-year-old child, lived with their child at least 5 days per week, understood English, and were part of a family that owned at least 1 Android or iOS tablet or smartphone. For each participant, the 3 apps used for the longest duration by children with their own mobile devices were downloaded, played, and coded. Data were analyzed between April and August 2021. EXPOSURES: Child SES, operationalized as parent educational attainment and household income-to-needs ratio. MAIN OUTCOMES AND MEASURES: Researchers assigned each child a prevalence score for manipulative design features (overall, gameplay pressure, purchase pressure, and advertisement viewing pressure) within the apps children played. RESULTS: Of 160 children in the sample, mean (SD) age was 4.0 (0.6) years; 120 children (75.0%) were non-Hispanic White, and 96 (60.0%) had a parent with a college degree or more. Manipulative designs promoted prolonged gameplay or purchases through 4 user experience typologies: parasocial relationship pressure occurred in 33 (24.8%) and 25 (18.8%) apps with characters; time pressure in 23 (17.3%) and 14 (10.5%) apps; navigation constraints in 61 (45.9%) and 49 (36.8%) apps; and attractive lures in 60 (45.1%) and 61 (45.9%) apps, respectively. Children from households whose parents had lower education levels had higher manipulative design prevalence scores than children whose parents had graduated from college (median [IQR] 3.7 [2.5-5.0] vs 3.0 [2.0-4.0]; P = .02), gameplay-prolonging design (2.3 [1.6-3.0] vs 2.0 [1.5-2.8]; P = .047), and purchase pressure (1.0 [0.5-1.5] vs 0.6 [0-1.3]; P = .02). Purchase pressure prevalence scores were higher for children from households with lower income (R = −0.18; P = .02). CONCLUSIONS AND RELEVANCE: Design features that encourage monetization of children’s digital experiences were common in this sample and disproportionately occurred in apps used by children with lower SES.
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spelling pubmed-92061862022-07-05 Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children Radesky, Jenny Hiniker, Alexis McLaren, Caroline Akgun, Eliz Schaller, Alexandria Weeks, Heidi M. Campbell, Scott Gearhardt, Ashley N. JAMA Netw Open Original Investigation IMPORTANCE: Manipulative design features (known as dark patterns) are common in video games and adult-directed technologies, but their prevalence in children’s interactive media has not been described. OBJECTIVES: To develop a reliable coding scheme for gathering data on manipulative digital designs, describe their prevalence within apps used by a community-based sample of young children, and test hypotheses about associations of manipulative design features with socioeconomic status (SES). DESIGN, SETTING, AND PARTICIPANTS: This cross-sectional study of a convenience sample of parents of children aged 3 to 5 years was conducted online. Eligible parents were legal guardians of a 3-to-5-year-old child, lived with their child at least 5 days per week, understood English, and were part of a family that owned at least 1 Android or iOS tablet or smartphone. For each participant, the 3 apps used for the longest duration by children with their own mobile devices were downloaded, played, and coded. Data were analyzed between April and August 2021. EXPOSURES: Child SES, operationalized as parent educational attainment and household income-to-needs ratio. MAIN OUTCOMES AND MEASURES: Researchers assigned each child a prevalence score for manipulative design features (overall, gameplay pressure, purchase pressure, and advertisement viewing pressure) within the apps children played. RESULTS: Of 160 children in the sample, mean (SD) age was 4.0 (0.6) years; 120 children (75.0%) were non-Hispanic White, and 96 (60.0%) had a parent with a college degree or more. Manipulative designs promoted prolonged gameplay or purchases through 4 user experience typologies: parasocial relationship pressure occurred in 33 (24.8%) and 25 (18.8%) apps with characters; time pressure in 23 (17.3%) and 14 (10.5%) apps; navigation constraints in 61 (45.9%) and 49 (36.8%) apps; and attractive lures in 60 (45.1%) and 61 (45.9%) apps, respectively. Children from households whose parents had lower education levels had higher manipulative design prevalence scores than children whose parents had graduated from college (median [IQR] 3.7 [2.5-5.0] vs 3.0 [2.0-4.0]; P = .02), gameplay-prolonging design (2.3 [1.6-3.0] vs 2.0 [1.5-2.8]; P = .047), and purchase pressure (1.0 [0.5-1.5] vs 0.6 [0-1.3]; P = .02). Purchase pressure prevalence scores were higher for children from households with lower income (R = −0.18; P = .02). CONCLUSIONS AND RELEVANCE: Design features that encourage monetization of children’s digital experiences were common in this sample and disproportionately occurred in apps used by children with lower SES. American Medical Association 2022-06-17 /pmc/articles/PMC9206186/ /pubmed/35713902 http://dx.doi.org/10.1001/jamanetworkopen.2022.17641 Text en Copyright 2022 Radesky J et al. JAMA Network Open. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the CC-BY License.
spellingShingle Original Investigation
Radesky, Jenny
Hiniker, Alexis
McLaren, Caroline
Akgun, Eliz
Schaller, Alexandria
Weeks, Heidi M.
Campbell, Scott
Gearhardt, Ashley N.
Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title_full Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title_fullStr Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title_full_unstemmed Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title_short Prevalence and Characteristics of Manipulative Design in Mobile Applications Used by Children
title_sort prevalence and characteristics of manipulative design in mobile applications used by children
topic Original Investigation
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9206186/
https://www.ncbi.nlm.nih.gov/pubmed/35713902
http://dx.doi.org/10.1001/jamanetworkopen.2022.17641
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