@inproceedings{Wallerius2025DeceptiveDungeon,
title = {The Deceptive Dungeon: Bringing Deceptive Patterns to the Physical World},
author = {Julian Wallerius (RWTH Aachen University), Pascal Raabe (RWTH Aachen University), Erik Østlyngen (RWTH Aachen University), Nuray Agaoglu (RWTH Aachen University), Lars vom Bruch (RWTH Aachen University), Siyan Chen (RWTH Aachen University), Mats Frenk (RWTH Aachen University), Yitong Guo (RWTH Aachen University), David Elias Chris Kopczynski (RWTH Aachen University), Hana Masara (RWTH Aachen University), Thomas Pollert (RWTH Aachen University), Shu Zhang (RWTH Aachen University), René Schäfer (RWTH Aachen University), Jan Borchers (RWTH Aachen University)},
url = {https://hci.rwth-aachen.de, website},
doi = {10.1145/3706599.3720316},
year = {2025},
date = {2025-04-26},
urldate = {2025-04-26},
abstract = {Deceptive patterns are interface design strategies that manipulate the user into decisions against their best interest. Serious games educating players about this topic are a viable countermeasure recently explored in HCI. However, existing approaches are purely digital. The Deceptive Dungeon is a room-sized game that brings deceptive patterns to the physical world. Evoking a dystopian setting in which AI uses deceptive patterns to identify and eliminate human survivors, it combines four exhibits showcasing different deceptive patterns. For players who are unfamiliar with this topic, the dungeon aims to raise awareness and spark interest. For players experienced with deceptive patterns, we hope to provide an additional and novel perspective.},
keywords = {Student Game Competition},
pubstate = {published},
tppubtype = {inproceedings}
}