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by pixelbro
1937 days ago
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Uh, it's interesting that you see the design of your product as a counterexample, because to me it looks exactly like what mobile games have been doing as a mechanism for maximizing engagement. You want to stop them from playing through too much of the game's content and burning themselves out on it. So you lock them out with a timer, forcing them to come back later. Then you reward them for coming back every day. This encourages them to turn the game into a habit and integrate it into their routine. Looks to me like you've accidentally stumbled onto one of the very tactics games use to turn people into addicts. |
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