Fake games: On dark and deceptive representations of non-actual games

Research output: Contribution to journalArticleScientificpeer-review

Abstract

This paper provides an introduction to fake games. Based on the concept of fictional games, or non-actual games that are presented to be imagined, I define fake games as non-actual games that are presented with the intention to trigger false beliefs in the existence of the game or its presented mechanics and story. First, I clarify the notion of fake games by comparing it to fictional games. I discuss how some representations of non-existent games blur the boundaries between fiction and lies. Such games are not clearly embedded within works of fiction and are presented without a clear context to help readers decide whether they should believe or imagine the game to exist. I discuss games that are represented through fake/fictional gameplay, paraludic material, or metaludic material. Lastly, I clarify the potential purposes fake games can serve. I distinguish darkly designed fake game representations from deceptively designed ones. The former have the intention of deceiving people into making certain decisions. Fake game advertisements, for example, aim to trick people into downloading mobile games that lack the features showcased in the ad. Deceptively designed fake game representations, on the other hand, deceive players with the aim of giving rise to aesthetically valuable experiences. Players’ false beliefs could, for example, give rise to interesting emotional responses.
Original languageEnglish
Pages (from-to)75–93
Number of pages19
JournalEludamos
Volume16
Issue number2
DOIs
Publication statusPublished - 19 Dec 2025

Keywords

  • videogames
  • digital games
  • advertisements
  • deception
  • fiction
  • imagination
  • representation
  • dark design
  • deceptive design
  • metaludic
  • paraludic
  • games
  • play

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