Gamification Abuse
Loyalty Lock-in
Points that feel like money until you try to leave.
What is it?
Rewards, points, tiers, or credits are designed to make users stay because leaving means abandoning accumulated value.
How it works
The pattern changes the cost of thinking. It makes the preferred action immediate, emotionally charged, or visually dominant, while making the more reflective action slower, duller, or easier to doubt.
Visual Example
A simplified specimen designed to make the pattern recognizable at a glance.
Rewards balance
visual specimen
Reward balance
940
Only 60 points from a voucher.
Points after order #1: 935
Psychology
Real World Example
- You have 940 points, but rewards start at 1,000.
- Credits expire unless another purchase is made this month.
Origin: Retail loyalty programs, airlines, delivery apps, games, and subscriptions.
Ethical Alternative
Make rewards simple to redeem, avoid punitive expiry, and let credits retain clear value.
Toxicity Meter
Manipulation dimensions