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dc.contributor.authorHadan, Hilda
dc.contributor.authorChoong, Lydia
dc.contributor.authorZhang-Kennedy, Leah
dc.contributor.authorNacke, Lennart
dc.date.accessioned2024-07-03 13:34:36 (GMT)
dc.date.available2024-07-03 13:34:36 (GMT)
dc.date.issued2024-05-14
dc.identifier.urihttps://doi.org/10.1145/3659945
dc.identifier.urihttp://hdl.handle.net/10012/20688
dc.description.abstractThe well-established deceptive design literature has focused on conventional user interfaces. With the rise of extended reality (XR), understanding deceptive design’s unique manifestations in this immersive domain is crucial. However, existing research lacks a full, cross-disciplinary analysis that analyzes how XR technologies enable new forms of deceptive design. Our study reviews the literature on deceptive design in XR environments. We use thematic synthesis to identify key themes. We found that XR’s immersive capabilities and extensive data collection enable subtle and powerful manipulation strategies. We identified eight themes outlining these strategies and discussed existing countermeasures. Our findings show the unique risks of deceptive design in XR, highlighting implications for researchers, designers, and policymakers. We propose future research directions that explore unintentional deceptive design, data-driven manipulation solutions, user education, and the link between ethical design and policy regulations.en
dc.description.sponsorshipThe research was supported by the Natural Sciences and Engineering Research Council of Canada (NSERC) Discovery Grant (#RGPIN-2022- 03353 and #RGPIN-2023-03705), the Social Sciences and Humanities Research Council of Canada (SSHRC) Insight Grant (#435-2022-0476), the Canada Foundation for Innovation (CFI) JELF Grant (#41844). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the NSERC, SSHRC, the CFI, nor the University of Waterloo.en
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofseriesACM Computing Surveys;56(10); 250
dc.subjectdeceptive designen
dc.subjectdark patternen
dc.subjectuser manipulationen
dc.subjectextended realityen
dc.subjectvirtual realityen
dc.subjectaugmented realityen
dc.subjectmixed realityen
dc.titleDeceived by Immersion: A Systematic Analysis of Deceptive Design in Extended Realityen
dc.typeArticleen
dcterms.bibliographicCitationHadan, H., Choong, L., Zhang-Kennedy, L., & Nacke, L. E. (2024). Deceived by immersion: A systematic analysis of deceptive design in extended reality. ACM Computing Surveys, 56(10), 1–25. https://doi.org/10.1145/3659945en
uws.contributor.affiliation1Stratford School of Interaction Design and Businessen
uws.contributor.affiliation2Games Instituteen
uws.typeOfResourceTexten
uws.peerReviewStatusRevieweden
uws.scholarLevelGraduateen


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