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

Datos Bibliográficos

ID22009110
AutoresLene Pettersen (0000-0001-7444-9554, Høyskolen Kristiania), Faltin Karlsen (0000-0002-1287-2039, Høyskolen Kristiania)
Año2023
Fecha de publicación2023-12-31
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaAoIR Selected Papers of Internet Research (JOURNAL)
Identificadores de la revistaISSN: 2162-3317 • E-ISSN: 2162-3317
EditorialUniversity of Illinois Libraries (PUBLISHER)
DOI10.5210/spir.v2023i0.13478
OpenAlexW4392406566
IdiomaEN
Referencias 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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  • The walkthrough method

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

Velocidad de citaciónhistorical
Altamente citadoNo
Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae