Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A concept in communication and interaction where information or influence flows in two directions.
The style and attitude of the communication in a product, reflecting the brand's personality and affecting how messages are perceived by users.
The reduction of restraint in behavior, often due to the absence of social cues, which can lead to impulsive actions and emotional outbursts.
A cognitive bias where people favor members of their own group over those in other groups.
The tendency for individuals to favor information that aligns with their existing beliefs and to avoid information that contradicts them.
A dark pattern where the product asks for the user's social media or email credentials and then spams all the user's contacts.
The practice of leveraging current events or news stories to promote one's brand or product.
A psychological phenomenon where repeated exposure to a stimulus leads to an increased preference for it.