Gamification
Gamification subverts the user’s expectation that system functionality is based on alignment with user goals and needs, instead coercing them into gaining access to aspects of a service through repeated (and perhaps undesired) use of aspects of the service.
Interaction Contexts
- pricing
Harmed Goals
- control
Symbiosis
Bright alternatives to this dark pattern
Sources
Dark Pattern Ontology adapted from Gray et al. (CHI ’24)
Direct
Pattern Levels
Source not found.