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Dark Design Patterns and Gamification as the Heart of Dating Applications’ Business Models

Dados Bibliográficos

ID22009110
AutoresLene Pettersen (0000-0001-7444-9554, Høyskolen Kristiania), Faltin Karlsen (0000-0002-1287-2039, Høyskolen Kristiania)
Ano2023
Data de publicação2023-12-31
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoAoIR Selected Papers of Internet Research (JOURNAL)
Identificadores do periódicoISSN: 2162-3317 • E-ISSN: 2162-3317
EditoraUniversity of Illinois Libraries (PUBLISHER)
DOI10.5210/spir.v2023i0.13478
OpenAlexW4392406566
IdiomaEN
Referências citadas3

Dating applications represent a paradox: on the one hand, they provide a monetized platform for people to form relationships, yet on the other hand, the more people who find partners, the less revenue goes to the company. With this paradox as a backdrop, this extended abstract examines the business model of dating applications by address the following research question: What characterizes the business models of dating applications? To provide a nuanced picture of this, we conducted a 2022-study combining data about dating apps and app users: (A) 22 in-depth interviews with current and previous users (aged 24–49 years) of Norwegian dating applications users; (B) a systematic analysis of 30 serious dating apps in Google Play and Apple’s App Store; and (C) a diary study of four of the 30 dating applications. The findings reveals that dating apps follows a business model that creates revenue through a mix of an in-app purchase-model and subscription fees. The apps typically market themselves as free, yet they use several dark design and gamification features to create and spark emotional curiosity and engagement that in turn brings in revenue to dating app companies. Several of the users stated that they have experienced the apps as manipulative, emotionally exhausting and that they created the same kind of “addiction” or “cravings” they experienced in social media. Clearly, design is not only power, design gives the dating app companies power where designing for emotional engagement is a key value-creating element in their business models

Data science · Computer Science · Digital Games and Media · Psychology

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    Juho Hamari, Jonna Koivisto et al.•2014 47th Hawaii International…•2014

  • The Business Model

    Open Access•Christoph Zott, Rea Amit et al.•Journal of Management•2011

  • The walkthrough method

    Open Access•Ben Light, J Burge et al.•New Media & Society•2016

Velocidade de citaçãohistorical
Altamente citadoNão
Ethnos_APP • Projeto Open Source • Licença MIT • Frontend v2.0.0 • Privacidade e Cookies • Documentação da API: api.ethnos.app/docs • Código da API: GitHub • DOI: 10.5281/zenodo.17049435 • Código do Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae