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The gamification of dating online

Bibliographic Data

ID20142013
AuthorsKarim Nader (0000-0003-3571-1796, Department of Linguistics and Philosophy Massachusetts Institute of Technology Cambridge Massachusetts USA, corresponding author)
Year2025
Volume91
Issue3
Publication date2025-06-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueTheoria (JOURNAL)
Journal identifiersISSN: 0040-5825 • E-ISSN: 1755-2567
PublisherWiley (PUBLISHER • GB)
DOI10.1111/theo.12549
OpenAlexW4400332702
LanguageEN
Citations received5
References cited25

Dating apps such as Tinder are designed to be played like a game. Users play by swiping left and right on others' profiles to indicate whether they are romantically or sexually interested in them. They match with those who reciprocate their interest. The goal of the game is to match with as many people as possible, prioritizing rapid gratification over the pursuit of meaningful connections. Tinder's design elements and monetization strategies incentivize users to prioritize gathering matches, replacing the complexity of actual dating with a series of discrete decisions. Playing the matching game on Tinder makes dating more immediately gratifying, so users have started to play the game as an end in itself. The app becomes a source of entertainment instead of a means to build valuable connections. This also transforms the activity of dating as users spend time building appealing profiles and attempt to manipulate the algorithm to maximize their matching potential. Gamifying our romantic and sexual lives has negative consequences on people's self‐image as their personal worth becomes entwined with their success on the app. Individuals are reduced to mere players in the game, and the algorithm itself disproportionately favors users with conventional preferences. Gamification can be dangerous when the boundary between the game and real life blurs

Advertising · Art · Entertainment · Gratification · Human–computer interaction · Internet privacy · Matching (statistics) · Monetization · Multimedia · Romance · Video game · World Wide Web · Computer Science · Evolutionary Psychology and Human Behavior · Gender, Feminism, and Media · Mathematics · Psychology · Sexuality, Behavior, and Technology · Social Psychology

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Unique citing works5
Citations per year2,5
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 5

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