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When Gamification Goes Too Far: Signs Your Product is Becoming Predatory

Sam Liberty
Prototypr
Published in
5 min readMar 16, 2025

A male friend of mine recently deleted Tinder after a late-night come-to-Jesus moment.

“I realized I was opening it a hundred times a day but rarely messaging anyone,” he told me.

Tinder has evolved from a simple mutual-attraction matchmaking tool into what many users describe as a “romantic slot machine.” The transformation wasn’t accidental. Limited swipes, hiding matches behind paywalls, and algorithmic “boost” features turned dating into a game rigged against users, eventually triggering a lawsuit alleging the app was designed to be addictive.

My friend’s story isn’t unique, and it reveals something important about product design today.

“2 matches in a month and then the day my free trial runs out, 21 likes?” — Reddit user hadenoughofitall

Signs Your Gamification Has Become Predatory

1. Users Feel Compelled, Not Motivated

Healthy gamification enhances intrinsic motivation — it makes people want to do something they already found valuable. Predatory systems manufacture artificial wants and create psychological dependencies.

Look for these indicators:

  • Users report feeling anxious when they can’t engage with your product
  • Sessions increase in frequency but decrease in satisfaction
  • People express guilt or shame about time spent with your product
  • Usage patterns show compulsive checking rather than meaningful engagement

Duolingo walks this line carefully. Their streaks motivate consistent language practice but their notifications (“Your Spanish tree is wilting!”) can sometimes veer into guilt territory. Still, the core activity (language learning) remains beneficial and users genuinely want to improve their skills.

2. Your Economy Is Increasingly Opaque

Points, rewards, store items, and upgrades should be simple and transparent. When your economy becomes deliberately complex, you’re probably hiding something.

Warning signs include:

  • Multiple overlapping currencies (gems, coins, stars, energy)
  • Conversion rates that change without notice
  • Disguising real costs behind virtual currency
  • Making values seem arbitrary so users can’t optimize

Mobile games are notorious for this approach. A game might sell 100 gems for $0.99, then 500 gems for $4.99, and a special character for 450 gems. The pricing is deliberately convoluted to hide the fact that you’re paying $4.99 for a simple digital asset.

3. Discomfort Is Used As a Lever

Loss aversion is approximately twice as powerful as the pleasure of gaining something. Predatory systems weaponize this psychological tendency.

Look for:

  • Threats of losing progress or status for inactivity
  • Artificial time pressure that creates unnecessary urgency
  • Features that explicitly cultivate FOMO
  • Constant reminders of what you’re missing

LinkedIn’s “Who viewed your profile” feature is a classic example. The free version shows that people viewed your profile but hides their identities, creating an itch that can only be scratched by upgrading.

4. Collection Becomes a Never-Ending Collection Hamster Wheel

In predatory systems, the moment of satisfaction when earning something new (a character, badge, or even a romantic match) is immediately undercut by messaging about what you still don’t have.

Signs you’ve created a collection hamster wheel:

  • Achievement screens that showcase locked content more prominently than what you’ve earned
  • “Congratulations” messages that transition directly into upsells
  • Collections that expand faster than reasonable completion rates
  • New “limited time” items appearing before users can enjoy what they just earned

Mobile games excel at this. You finally earn enough currency for that character you wanted, only to be shown a splash screen of five new, even better characters that were just released. The dopamine hit of achievement is instantly replaced by the anxiety of incompleteness. This creates a perpetual state of wanting rather than moments of genuine satisfaction. Users never get to enjoy the view from the mountain they just climbed; they’re immediately shown a taller peak in the distance.

5. Users Can’t Control Their Experience

Ethical gamification systems give users agency. Predatory ones trap them.

Red flags include:

  • No way to customize notification frequency
  • Inability to opt out of competitive features
  • Difficult or hidden account deletion processes
  • No way to reset progress or start fresh

Snapchat’s streaks feature is particularly troubling in this regard. The only way to preserve a streak during vacation or illness (or more commonly, when Mom and Dad take away your phone) is to give a friend your password: a serious security risk just to maintain a gamified number.

The Self-Assessment: Is Your Gamification Ethical?

Rate each question from 1 (strongly disagree) to 5 (strongly agree):

  1. Our core engagement metrics correlate with user-reported satisfaction and success. User time spent in your app might be high, but do surveys show they feel good about that time?
  2. Users can easily understand and predict the rewards they’ll receive for actions. If your system is so complex it requires a wiki to explain, you’ve gone too far.
  3. Our product would remain valuable if all gamification elements were removed. The game layer should enhance underlying value, not replace it.
  4. Users can customize or opt out of competitive and comparative features. Not everyone is motivated by competition, and some find it actively stressful.
  5. Our notification strategy prioritizes relevant information over re-engagement. Are you contacting users when they need to know something, or when you need them to come back?
  6. Our product has natural stopping points and doesn’t encourage endless usage. Ethical products help users complete tasks and then get back to their lives.
  7. We measure and reward quality of engagement, not just quantity. Two minutes of focused, valuable interaction should be celebrated over two hours of mindless scrolling.
  8. We’ve established clear ethical boundaries that business goals cannot override. Has your team explicitly discussed and documented where the line is?

Scoring:

  • 32–40: Your gamification is likely ethical and user-respecting
  • 24–31: Some concerning elements that need attention
  • 16–23: Major redesign recommended
  • 8–15: Your system is primarily exploitative

Conclusion

Products that respect users while still providing enjoyable, engaging experiences aren’t just ethically superior; they build lasting relationships that translate into sustainable business. Consider the contrast between the short-term revenue spike of exploitative systems versus the long-term loyalty generated by genuinely valuable experiences.

The question isn’t whether gamification works; it’s whether your particular implementation serves both your users and your business in the long run. As designers and product leaders, we have the choice to harness the power of play ethically or exploitatively. Users (and regulators) are increasingly recognizing the difference.

Ultimately, the most powerful engagement doesn’t come from psychological manipulation but from genuine value creation. Your users will thank you for it, and so will your business metrics… just over a more sustainable timeframe.

Sam Liberty is a gamification expert, applied game designer, and consultant. His clients include The World Bank, Click Therapeutics, and the DARPA. He teaches game design at Northeastern University. He is the former Lead Game Designer at Sidekick Health.

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Published in Prototypr

Prototyping, UX Design, Front-end Development and Beyond 👾 | ✍️ Write for us https://bit.ly/apply-prototypr

Written by Sam Liberty

Consultant -- Applied Game Design. "The Gamification Professor." Clients include Click Therapeutics, Sidekick Health, and The World Bank.

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