Ethical Gamification: Designing for User Well-being in the Age of Addictive Tech
Briefly

The article discusses how popular games and dating apps leverage psychological techniques akin to gambling to induce spending behaviors. Games such as Clash of Clans and Candy Crush use time-gates and reward systems to keep players engaged and spending, while Tinder’s swipe feature creates a dopamine response. Match Group, Tinder's parent company, faces legal issues due to manipulative design practices, which are categorized as 'dark patterns.' Increasing user awareness and legal challenges in regions like India suggest a significant shift is underway as companies confront ethical considerations in app design.
Games like Clash of Clans and Candy Crush are engineered using psychological techniques borrowed from gambling, creating opportunities for players to spend beyond their budget.
Match Group’s legal troubles reflect a broader issue of psychological manipulations in app design, leading to potential legal action as users push back against dark patterns.
Dating apps like Tinder utilize reward systems that induce addictive behaviors, highlighting the uncomfortable nature of designs that exploit user psychology for profit.
The increasing awareness of dark patterns in app design signifies a changing landscape where ethical considerations are beginning to confront lucrative but manipulative strategies.
Read at Medium
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