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

The article discusses how mobile games like Clash of Clans and Tinder leverage psychological strategies similar to those found in gambling to increase player spending. These strategies include time delays designed to encourage premium purchases and reward systems akin to variable rewards in slot machines. Recent legal challenges faced by companies like Match Group highlight the manipulative nature of these tactics. As users become more aware of psychological manipulation in app design, legal actions against such practices are rising, particularly in countries like India where dark patterns are increasingly outlawed.
In Clash of Clans, the carefully calculated time gaps and premium currency usage creates a spending loop, exploiting player psychology similar to slot machines.
Providers like Match Group utilize rewarding mechanisms in their apps, often leading to manipulative practices that can now result in legal repercussions.
Read at Medium
[
|
]