# The Dark Side of Augmented Reality: Exploring Manipulative Designs in AR

arXiv: https://arxiv.org/abs/2303.02843 · HTML: https://mlsanity.com/paper/2303.02843/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Mar 2023.

## Built on by (most cited first, 4 of 4)

- [Sora as a World Model? A Complete Survey on Text-to-Video Generation](https://mlsanity.com/paper/2403.05131/) (2024)
- [ViDDAR: Vision Language Model-Based Task-Detrimental Content Detection for Augmented Reality](https://mlsanity.com/paper/2501.12553/) (2025)
- [Do We Need Responsible XR? Drawing on Responsible AI to Inform Ethical Research and Practice into XRAI / the Metaverse](https://mlsanity.com/paper/2504.04440/) (2025)
- [The Shadow Boss: Identifying Atomized Manipulations in Agentic Employment of XR Users using Scenario Constructions](https://mlsanity.com/paper/2602.13622/) (2026)

## Abstract (arXiv)

Augmented Reality (AR) applications are becoming more mainstream, with successful examples in the mobile environment like Pokemon GO. Current malicious techniques can exploit these environments' immersive and mixed nature (physical-virtual) to trick users into providing more personal information, i.e., dark patterns. Dark patterns are deceiving techniques (e.g., interface tricks) designed to influence individuals' behavioural decisions. However, there are few studies regarding dark patterns' potential issues in AR environments. In this work, using scenario construction to build our prototypes, we investigate the potential future approaches that dark patterns can have. We use VR mockups in our user study to analyze the effects of dark patterns in AR. Our study indicates that dark patterns are effective in immersive scenarios, and the use of novel techniques such as `haptic grabbing' to drag participants' attention can influence their movements. Finally, we discuss the impact of such malicious techniques and what techniques can mitigate them.
