Distinguishing Behavioral Design and Gamification

 Literature Review: Distinguishing Behavioral Design and Gamification

Sophia Campione | September 2023

 

Abstract

Behavioral Design and Gamification are two distinct strategies employed in digital experiences to influence behavior change and engagement. While they share common elements, such as leveraging psychology and behavioral principles, they serve different purposes and have unique approaches. Behavioral Design focuses on creating lasting, ethical behavior change by deeply understanding human behavior, fostering transparency, and promoting mutual responsibility. In contrast, Gamification uses game-design elements to drive engagement and achieve specific business objectives. This paper provides a comprehensive overview of these strategies, highlighting their differences, techniques, implications for business strategy, and ethical considerations. Understanding these distinctions is crucial for designers and businesses seeking to create effective and ethical solutions in the realm of behavior change.


Introduction

Behavioral Design and Gamification have become increasingly prominent strategies within the past decade, particularly in digital experiences, for influencing behavior change to facilitate reaching goals and create engaging experiences. However, these strategies are often conflated. Behavioral Design is a problem-solving approach that leverages psychology and behavioral economics to understand human behavior, interaction, and decision-making to design interventions that foster positive, lasting behavior change ("Behavioral Design" Irrational Labs). Gamification applies game-design elements in other contexts to maximize human motivation and, at its core, drive engagement for business objectives (Chou 2021; “Gamification and behavioral design” 2022; “What is gamification?) . This paper aims to clarify their differences, focusing on what they are, how they're used, and why they matter to businesses and product/service designers.

Overview: Behavioral Design

Behavioral Design combines psychology and behavioral economics with design and technology to transform our understanding of human behavior into solutions that foster sustainable and beneficial behavior change and promote social benefit (King, et al 2014; “Behavioral Design”). In contrast to classical economics, which assumes people always make rational decisions based on logic and self-interest (Homo economicus), behavioral economists have mapped out irrationalities that influence decision-making, providing a more nuanced understanding of how people– Homo sapiens– make choices in the real world (“Homo economicus”). It's important to note this shift in thinking because many organizations still operate under the assumption that people fully understand and can predict their preferences, and that these preferences outweigh the irrational motivations present in our environment (“Behavioral Design”).  For example, an individual is trying to save money but gets influenced to spend money through targeted advertising or the power of social influence and the all-to-common phrase “everyone else is doing it” to justify an action. 

Behavioral design aims to nudge individuals towards specific actions or decisions without coercion, respecting and augmenting their intrinsic goals and their rights to freedom of choice, autonomy, and dignity. This strategy relies on the understanding that our habits are learned and unconsciously performed behaviors. It uses various models to change and teach new behaviors or stop behaviors (Kong 2018). For instance, The Fogg Behavior Model (FBM) emphasizes the simultaneous need of sufficient motivation, ability, and an effective trigger for a behavior to occur (Fogg 2009). Thus, behavioral design focuses on enhancing motivation and ability (simplicity) and effectively timing triggers to elicit behavior, or conversely, on diminishing these factors to inhibit it. In practice, this involves first diagnosing the target behavior and outlining the required steps to achieve it. Subsequently, factors like biases, barriers, and benefits that affect people along those steps are mapped out, facilitating the ideation and creation of solutions to make the behavior more or less likely, such as removing a barrier or adding a benefit (“Behavioral Design”). As Thaler and Sunstein stated in “Nudge: The Final Edition”: “Often we can do more to facilitate good behavior by removing some small obstacle than by trying to shove people in a certain direction,” and when adding a benefit “the most important modification that must be made to the standard analysis of incentives is salience.” These solutions are then tested through controlled experiments to gauge their effectiveness (“Behavioral Design”). 

To demonstrate, consider the evolution of 401(k) plans (Appendix A). Despite the well-documented upside (increasing motivation) to managing these portable, customizable plans, employees initially struggled with enrollment uptake, contribution increases, and improving investment return.The initial enrollment process was complex, with enrollment forms, manual contribution calculation, and determining asset allocation all creating  barriers to entry (inhibiting ability). To remove obstacles, the enrollment process was automated. Now, when an individual is eligible, they are automatically enrolled by their employer at a default savings rate and fund allocation. An example within legislation on this process unintentionally created an anchor for the default savings rate– three percent– that inhibited contribution increases. “Save More Tomorrow” was an ideated, and highly effective, choice-architecture solution that paired contribution increases with pay raises. Today, the typical default used by many is six percent with automatic escalation, starting at three percent and annually increasing until a maximum. Two solutions have aided investment return improvements, one of which was the government creating investment alternatives. The default is now commonly a balanced fund, the most popular being the target-date plan– an individual sets a retirement date and the plan automatically adjusts as the date  approaches. In all, the iterated solutions removed barriers to entry, such as cognitive load, and created an effective trigger, automatic enrollment, to make saving for retirement easier and almost mindless (Thaler and Sunstein 2021).

Overview: Gamification

Gamification capitalizes on the predictive irrationality of human behavior– feelings, insecurities, reasons for doing or not doing something– to optimize feelings, motivations, and commitments, with the aim of inducing desired behaviors in target individuals, measuring any changes along the way (Chou 2021; Pong et al 2022; “Get Results- Change Behavior and Focus Attention with Gamification”). The strategy is employed by organizations to move business process interfaces into a behavior-based feedback loop and when effectively implemented, the goal-oriented technique can lead to enhanced engagement and, ultimately, business performance (“Get Results…”). Predictive irrationality (Appendix B) explains the often systematic and predictable nature of human behavior, challenging classical utility theories (“Predictably Irrational”). It recognizes the bounded rationality humans often operate within and how this impacts their decision-making (“Bounded Rationality”). For instance, the Allias Paradox illustrates the inconsistency of an individual’s response when faced with quick choices or immediate decisions  ("Who Was Maurice Allais?"). Similarly, Prospect Theory illustrates how humans assess the value of potential gains or losses in decisions involving risk and probability (“Allias Paradox”). Understanding these influences fosters predictability that businesses capitalize on for their benefit (“Predictably Irrational”).     

Gamification works because it exploits how our brains are wired– it essentially tricks us into habit-formation through gameplay or convinces our brain that habit formation is more pleasant this way. This strategy can be a powerful way to create habits due to its ability to decrease cognitive load required to make decisions, but we often fail to realize that gamification techniques, such as streaks or tasks, create micro-stress within our brain that adds up over time (Markov 2020; Pong et al 2022). While we love the thrill of rewards, we despise the feeling of missing out on them, this phenomenon is known as loss aversion (Markov 2020). Gamification effectively operates by employing a variable reward system within a straightforward engagement loop (simple action → simple reward → anticipation → expansion) that secures user "investment," fostering dedication and reducing the likelihood of user disengagement, while also employing a significant engagement loop (major action→ major reward) that keeps users engaged and feeling productive in progressing toward goals, whether large or small, regardless of time spent on the product (Yang 2020).  

Consider Duolingo (Appendix C), a highly successful language learning platform with 16.3 million active users and over half a billion dollars in revenue in 2022 (Clinehens 2023). Duolingo's effectiveness in engaging users stems from its application of the habit loop model, comprising triggers, routines, and rewards. Triggers initiate the language-learning routine, with Duolingo employing various strategies like push notifications, for which users are rewarded when they opt in, and emails that can at times be emotionally manipulative when engagement decreases (Clinehens 2023). During the routine, Duolingo employs tactics such as pre-commitment, where users set goals prior to their first lesson; social motivation, through leaderboards and statistics; goal gradient theory, breaking down language into smaller, achievable milestones; personalization via an avatar that evolves as users continue using the app; and streaks to enhance the language-learning experience (Clinehens 2023). Users are further incentivized through continuous rewards like points after each completed activity, variable rewards such as XP boosts and chests, and achievement badges (Clinehens 2023). Duolingo's adept use of gamification is evident in users maintaining streaks for over a decade (Matt 2023). However, it's worth noting that some critics question its efficacy in teaching languages, citing the absence of grammar explanations and contextual sentences, as well as the perception of stress in the learning process (Missal 2021).

The fundamental principle used by experience designers to accomplish gamification is through game-design elements, such as points, achievements, leaderboards, progress visualizations, or community interaction, badges, and tasks (“Gamification and behavioral design” 2022; Pong et al 2022). Gamification done well aligns the interests and intrinsic motivations of users and amplifies them through mechanisms and rewards to drive engagement, loyalty, retention, and therefore business objectives (Cunningham and Zichermann 2011). These mechanics tap into human desire for learning, social interaction, competition, achievement, status, expression, among others (Yang 2020). However, this reward structure is often where negative impact enters the system. Furthermore, poor feedback systems can leave users feeling manipulated, therefore providing clear feedback measures, such as real time updates, progress status, and rewards,  that allow users to feel in control of their actions and performance is critical for success (“Get Results - Change Behavior and Focus Attention with Gamification”). It’s crucial to note that poorly executed gamification, or malintentions, can result in dark patterns – deceptive and manipulative interfaces that exploit psychology, such as information framing wherein equivalent information can appear more or less attractive due to what features are highlighted, to manipulate and encourage actions or decisions against a user’s best interests (Craig; Groenewegen; “Framing effect”).

Behavioral Design vs Gamification: Key differences

Note: Because behavioral design and gamification leverage similar psychological and behavioral economics principles, they can both create negative impacts upon individuals due to mal-intentions of the implementers. Careful, thoughtful utilizations of these strategies is necessary to mitigate risks on the target individuals. Gamification can be leveraged in behavioral design, but not all gamification is behavioral design.

Key Differences at a Glance

  • Behavioral Design

    • Long-term behavior change

    • Social good

    • Mutual responsibility

    Gamification

    • Engagement or other measurable business goals

    • Increased traffic

  • Behavioral Design

    • Psychological/Behavioral based understanding

    • Operational transparency

    • FOB and other behavioral models

    Gamification

    • Psychological/Behavioral based understanding

    • External cues/motivators, Immediate gratification, Competition

  • Behavioral Design

    • Manipulation

    • At times, not immediately recognizable benefits

    Gamification

    • Manipulation

    • Negative emotional impacts

    • Ineffectiveness

    • Impaired long-term engagement, boredom

The simplest distinction between these behavior change strategies is why they are used and the outcome they aim to achieve. Behavioral design aims to create lasting and beneficial behavior changes in individuals informed by comprehensive insights into individual behavior, the relevant system, and the decision-making process (“Behavioral Design”). Effective interventions are ethically-aligned with transparency, social good, and users’ desires. Operational transparency provides users insight into the scientific research incorporated into the design, which can build trust and encourages process compliance, fostering a sense of mutual responsibility for putting in equal effort (Pong et al 2022). 

Gamification, however, primarily focuses on enhancing engagement to influence behavior change and meet business goals (“What is Gamification?). This emphasis on engagement can at times lead to rushed implementations that fail to effectively produce the desired results. Additionally, the heavy reliance on extrinsic motivators to stimulate this engagement poses risks of unintended negative consequences for individuals or rendering the gamified approach ineffective if not thoughtfully and strategically applied (Cunningham and Zichermann 2011; Yang 2020) . Unlike behavioral design, which deeply considers psychological and intrinsic aspects, gamification prioritizes the immediate appeal and gratification of the game-like elements within the design, potentially sacrificing long-term sustainability and engagement (Chou 2021). 

While both strategies can both positively and negatively influence habit formation and utilize behavioral principles to do so, the techniques to do so differ. Key differentiators of behavioral design include the reliance on behavior models to comprehend and create interventions that manipulate motivation (incentivize or diminish), ability (simplify or complicate), and trigger (establish or remove) to nudge individuals in the intended direction while preserving their autonomy (Fogg 2009; “Behavioral Design”). On the other hand, gamification primarily uses external cues, such as rewards, to induce a behavior, mainly engagement, that’s optimal for meeting business objectives (“What is Gamification?). It’s important to distinguish incentives and rewards. Incentives activate the brain’s critical thinking machinery (which is responsible for rational decision-making) through future consequences for an action performed today. A reward, however, activates the brain’s habit system through immediate positive consequences from an action (Kong 2018). Incorporating immediate rewards can enhance motivation for desired actions and prove valuable when aligned with individuals' intentions; however, it becomes predatory when used to influence actions that diverge from their long-term goals (“Behavioral Design). 

In conclusion, the distinction between behavioral design and gamification lies in their fundamental purposes and intended outcomes. Behavioral design aims to create lasting behavior change, rooted in a deep understanding of the individual and system dynamics, while prioritizing ethical alignment, transparency, and social good. In contrast, gamification primarily focuses on boosting engagement to drive behavior change and meet business goals. While effective, gamification’s emphasis on immediate and extrinsic rewards can at times result in rushed, ineffective implementations that can lead to unintended consequences. Furthermore, behavioral design leverages behavior models to design interventions that can manipulate motivation, ability, and triggers while maintaining individual autonomy, whereas gamification primarily leverages external cues, such as rewards, to induce desired behaviors. 

Behavioral Design vs Gamification: Implications for Business Strategy

Note: Empirical research on the effects of these two strategies on business strategy and perception is limited. 

Behavioral design and gamification differ in their roles within business strategy and their design. Strategic management principles commonly rely on competitive advantage, which Anthony E. Henry describes as “the configuration of an organization’s activities which enable it to meet consumer needs better than its rivals.” This requires first understanding what those needs are– a product/service is only as successful as its ability to change or harness human behavior. Behavioral design’s core purpose is to understand the target audience and select the right behavior based on this understanding (Hrera,“Behavioral Strategy: An Overview”; “Behavioral Design: An Overview”). Oftentimes, a product/service is pitching its benefits/value to influence customers, but behavioral design flips the process to center on the human and understand what they need to be successful (Groenewegen, “What is Behavioral Design?”). Successful strategies solve problems for both the audience and the business, emphasizing the importance for understanding audience pain-points. This  rigorous process involves six key steps and ensures behavior-market fit– a prerequisite for product-market fit: 1) define the goal, 2) define the audience, 3) behavioral research that includes a situational survey, behavioral audit, and worldview analysis, 4) behavior matching, which needs to be a legitimate problem and fit into the audience’s situation, behavioral repertoire, and worldview, 5) behavioral innovation, and 6) product design and development to create a product or service that enables ease, delight, and problem mitigation (Hrera,“Behavioral Strategy: An Overview”). As Seth Godin put it: “Don’t find customers for your products, find products for your customers,”(Pakulyte 2019). In contrast, gamification utilizes audience understanding to optimize behavior that meets business goals, focusing on metrics to inform desired behavior changes and the mechanics used to achieve them. Defining metrics is pivotal for leadership confidence in the initiative (“Get Results - Change Behavior and Focus Attention with Gamification”). The subtle difference in process accentuates the difference between the strategies: behavioral design is a behavior-led approach to create solutions, whereas gamification is a tool employed to shift behavior in a way that progresses business metrics. 

To illustrate the differences between the two approaches within business strategy, let's examine how businesses respond to inflation. Organizational response to inflation will make or break customer relationships, such as businesses exploiting inflation as an opportunity to raise prices when customers are already financially strained, or resorting to price cuts and discounts as a short-term engagement–ultimately, retention– strategy. 

However, Neptune, a British furniture company, has employed behavioral and empathetic design to mitigate the psychological effects of inflation. Neptune transparently explains product pricing on their website, aligning it with core brand values, enabling trust-building with customers, to acknowledge the psychological impacts of inflation and minimize its impact. This strategy leverages the noble edge effect, which describes how emphasizing openness, honesty, empathy, and the public's best interest leads to increased respect and profits. Prioritizing value-based solutions through empathic design is essential during hard times. This approach centers customer well-being and combines brand promise (providing authentic value and nurturing trust), empathy (understanding consumer perspectives), and action (inspiring and motivating consumers to partake in doable and self-beneficial action) (Pilat 2022; “The Noble Edge Effect”).  In contrast, IKEA and Walmart have enhanced their loyalty programs through additional benefits like five percent off eligible purchases or cashback rewards (Deczynski 2022). Although these gamified efforts aim to retain customers despite rising prices and can positively impact brand loyalty and engagement, the frequently-employed extrinsic rewards can demotivate individuals driven by intrinsic motivation and leave them feeling coerced. These unintended externalities create an ethical responsibility upon the implementer (Panosian 2023; Sheetal et al 2022) . Loyalty is a mutual investment, not an exchange. Conflating loyalty with retention, promotion, and rewards can harm brand equity more than it fosters sustainable loyalty. Because loyalty is as much about ethics as it is business, it should never be reduced to a data-driven gimmick for customer acquisition and market share (Schrage 2015). 

Conclusion 

Behavioral design and gamification offer distinct business strategies for influencing behavior change in the design and development of products and services. Behavioral design aims to create ethical, positive, and sustainable behavior change solutions that are deeply rooted in psychology and behavioral economics and fosters transparency, trust, and mutual responsibility. Within business strategy, the approach centers on customer understanding and their needs, allowing this understanding to guide product/service development so the solution is problem-solving for both the audience and organization. Gamification employs game-design elements to enhance engagement via extrinsic motivators, aiming for behavior change to meet business goals. This strategy predominantly utilizes audience insights to optimize behavior aligned with specific business objectives, often relying on metrics to guide and measure the desired behavioral changes in the overall business strategy. These two approaches, while different in their methods, both play pivotal roles in shaping how individuals interact with and respond to digital experiences and interventions. Understanding their unique characteristics and applications is essential for applying the correct strategy and designing effective, ethical solutions in the ever-evolving landscape of human behavior.

 

Appendix

  • Thaler and Sunstein 2021

    Saving for retirement is hard, in both calculations and implementation of savings plans. In 1980, 401(k) plans were created in 1980 as a new employer-based retirement plan, which offered benefits like increased portability for a worker (increasing simplicity) and customizability of investment and saving decisions to reflect their financial situation and risk tolerance (ethical alignment; maintaining autonomy and choice). However, early experiences found that individuals struggled with 1) enrolling in the plans, 2) increasing contributions, and 3) improving investment returns.

    1. Plan Enrollment: Retirement plans offer very attractive benefits (motivations), such as tax deductible contributions, tax deferred accumulation, and in many instances, contribution-matching from employers. However, enrollment rates can be sub-optimal, typically in younger, less-educated, and lower-income employees. Even high-income employees at times fail to enroll. Initially, the enrollment process was complex and created barriers to entry– employees needed to fill out forms, calculate money contributions, and decide on fund allocation– creating what’s known as sludge due to human tendency to maintain the status quo, typically due to avoidance of expending effort. The solution lies within enhancing ease of enrollment. Common practice now includes automatic enrollment, where employees are enrolled by default at a default savings rate and allocation fund (effective trigger), unless they opt out. This solution has resulted in significantly higher participation. However, not all defaults are created equal and can be problematic if they result in disadvantageous outcomes, such as fees charged by funds or a terrible pension plan.

    2. Increasing contributions: An example within automatic enrollment legislation unintentionally established a 3% default, subsequently influencing firms. Thaler and Benartzi created a potential solution, “Save More Tomorrow”: a choice architecture system that considers key psychological principles such as loss aversion, money illusion, and inertia. It invites participants to commit to contribution increases tied to pay raises (effective trigger), with automatic enrollment for those who opt in (make it easy), resulting in considerably higher savings rate. Modern iterations use automatic escalation in which employees start at 3% and increase annually by 1% until the maximum, leading to increased savings, though not as significantly as the original experiment. The typically used default is now 6% without any significant increases in opt-outs.

    3. Improving investment returns: The initial default investment plan was low-risk, but the Department of Labor has since introduced new investment alternatives. Nowadays, many companies opt for a balanced fund, with the "target-date fund" being the most favored. Investors select a target retirement year (make it easy), and the portfolio automatically adjusts (effective trigger), becoming more conservative as retirement approaches. This fund type provides customization based on the investor's life stage and safeguards them from acting on instincts, such as panic during stock market declines (ethical alignment).

  • Predictive irrationality asserts that human behavior is systematic and often predictable, departing from classical economic models of assumed rational behavior (“Predictably Irrational”). In part, this is due to humans operating with bounded rationality: humans make daily decisions with limited information and resources that are further impaired by factors like informational and cognitive limits and satisficing (“Bounded Rationality”). Similarly, the Allais Paradox, which played a significant role in Kahneman and Tversky’s “Thinking Fast and Slow”, describes the human tendency for inconsistent responses when faced with quick choices or immediate decisions (“Allias Paradox”;"Who Was Maurice Allais?"). To illustrate, consider this simplified choice set:

    Problem A: 61% chance to win $520,000 OR 63% chance to win $500,000

    Problem B: 98% chance to win $520,000 OR 100% chance to win $500,000

    Think about your own preferences first. The majority of people choose the left-hand option for Problem A and the right-hand option for Problem B (“Allias Paradox”). Herein lies Prospect Theory, which explains decision-making processes involving risk, probabilities, and how humans perceive value in relation to gains and losses (Chen 2022). Despite the outcomes being equally valuable for both problems, humans exhibit risk-seeking tendencies in Problem A and risk-averse behavior in Problem B (“Allias Paradox”). Simply, humans often react irrationally by using heuristics to respond to environmental stimuli. Recognizing these influences enables predictability, which businesses can leverage for their advantage (“Predictably Irrational”).

  • Consider Duolingo, a highly successful language learning platform with 16.3 million active users and over half a billion dollars in revenue in 2022. Duolingo's success lies in its utilization of the habit loop model—triggers, routines, and rewards—to create an engaging and addictive user experience. Triggers signal the start of a routine, the habit itself, with rewards as feedback for completing it. Duolingo employs various strategies at each stage to keep users engaged (Clinehens 203).

    1. Triggers: Duolingo employs various triggers to prompt users to engage in their language-learning routine. Push notifications, a commonly used trigger, tap into psychological principles such as scarcity (the tendency to value something limited), loss aversion (the aversion to losing, which is more potent than the desire to gain), and commitment and consistency (the inclination to maintain previous actions) (“Scarcity”; “Loss Aversion”; “Commitment & Consistency”). Duolingo rewards users for opting into notifications and encourages them to display widgets on their home screens to enhance visibility and routine completion. If push notifications prove ineffective, Duolingo begins sending emails that feature actionable subject lines, concrete information, clear calls to action, and personalized streak data to motivate users to take action and safeguard their progress. In moments of declining engagement, Duolingo employs emotional manipulation through subject lines like "You made Duo Sad" or "Keep Duo happy" (Clinehens 2023).

    2. Routine: Duolingo leverages a range of strategies to enhance the enjoyment and engagement of language learning. These tactics include pre-commitment, where users set specific learning goals prior to their first lesson, followed by streak goals, to commit to future actions. Social motivation is fostered through competition using leaderboards to boost effort, adherence, and response times and by sharing statistics on other learners' progress, tapping into social norm theory (collectively held beliefs by a society to signal appropriate behaviors in a situation) and social proof (the tendency to look and accept others’ behaviors to determine how to behave) to normalize desired behaviors (“Social Norms”; “Social Proof”). Duolingo also applies goal gradient theory, coupled with "chunking" to break down complex information into manageable portions, creating a clear learning path with achievable milestones that boost user motivation as they get closer to their goals. Personalization is integrated by providing users with personalized avatars that evolve as they continue using the app, capitalizing on individuals' natural inclination to pay closer attention to relevant and personalized content, as well as the emotional connection built through the effort spent to develop their avatar. Lastly, Duolingo encourages daily learning by reminding users of their daily streak, a tool aimed to foster motivation and consistency. In case of streak interruption, Duolingo offers the option to freeze the streak, mitigating potential negative emotions associated with breaking a streak (Clinehens 2023).

    3. Rewards: Duolingo utilizes several reward mechanisms throughout the experience such as celebrations, continuous rewards and variable rewards, and achievement badges. Upon successful completion of a lesson, users are treated to a cheerful dance from Duo, delivering a small but effective positive affirmation. This celebration taps into confirmation bias by not only eliciting a sense of pride but also affirming the correctness of the user's actions. Continuous rewards are distributed after each completed exercise, also fueling the daily quest, and variable rewards take the form of XP boosts and randomly timed chests, simultaneously serving as a trigger to come back to the app. Lastly, badges are leveraged to keep users engaged and hunting for the next achievement (Clinehens 2023).

    In essence, Duolingo effectively employs gamification to drive engagement, evident in users maintaining streaks for over a decade or individuals throwing themselves parties for their streaks (Matt 2023). However, criticisms exist regarding its effectiveness in teaching languages because of the absence of grammar explanations and context in sentences. Some argue that the emphasis on streaks may overshadow genuine language learning, making it more stressful than enjoyable (Missal 2021).

 
    1. "Behavioral Design." Irrational Labs. 2019.

      This downloadable PDF document provides an in-depth exploration of behavioral design. It offers a systematic approach to understanding and applying behavioral design principles to create effective interventions.

    2. "Bounded Rationality." The Decision Lab.

      This reference guide explores the concept of bounded rationality, highlighting how limited information and resources impact human decision-making. It provides valuable context for understanding behavioral economics.

    3. Chen, James. "Prospect Theory." Investopedia. 2022.

      This article introduces Prospect Theory, a behavioral economics concept related to decision-making under risk and uncertainty. It illustrates how individuals perceive value in gains and losses, contributing to the understanding of irrational behavior.

    4. Chou, Yu-kai. "The Octalysis Framework for Gamification & Behavioral Design." Medium. 2021.

      This article provides insights into the Octalysis Framework, a widely recognized model for gamification and behavioral design. It explains the framework's eight core drives and how they can be applied to create engaging experiences.

    5. Clinehens, Jennifer. “How Duolingo Used Psychology to Make Learning Addictive.” Choice Hacking. 2023.

      This blog post xplores the psychological strategies employed by Duolingo to create an addictive language learning experience. It provides valuable insights into how Duolingo leverages psychological principles to engage users and maintain their interest in the platform.

    6. “Commitment & Consistency.” Growth.Design.

      This online resource discusses the psychological concept of commitment and consistency. It is a valuable reference for understanding how individuals tend to stick to their prior commitments and how this principle can be applied in behavioral design and gamification.

    7. Craig, Michael. "Dark Patterns." Toptal.

      This resource discusses dark patterns in design, including their use and ethical implications. It sheds light on how design can influence user behavior, both positively and negatively.

    8. Cunningham, C. and Zichermann, G. "Gamification by Design." Storage.libre.life. 2011.

      This resource offers insights into the principles and practices of gamification in design, and provides valuable information on incorporating game elements into digital experiences to enhance user engagement and achieve business objectives.

    9. Deczynski, Rebecca. "Why Ikea, Walmart, and More Are Rolling Out Loyalty Programs--and You Should Too.” Inc.com. 2022.

      This source discusses the increased consumer demand for loyalty programs in the context of inflation. It explores how businesses are adapting their loyalty programs to retain customers during economic challenges, shedding light on the evolving strategies in response to changing consumer behavior.

    10. Fogg, B.J. "A Behavior Model for Persuasive Design." ACM Digital Library. 2009.

      This influential paper by B.J. Fogg presents a behavior model for persuasive design, emphasizing the importance of motivation, ability, and triggers in influencing user behavior. Fogg's model is a cornerstone in the field of persuasive technology and provides valuable insights into designing for behavior change.

    11. “Framing effect.” The Decision Lab.

      This online resource explains the framing effect, a cognitive bias that influences decision-making based on how information is presented. Understanding this bias is essential for designing interventions that effectively frame choices to influence behavior.

    12. "Gamification and Behavioural Design." Bootcamp.uxdesign.cc. 2022.

      This resource explores the intersection of gamification and behavioral design, delving into how these concepts can be effectively combined to drive desired user behaviors. It discusses principles and strategies for implementing gamification in user experience design.

    13. “Get Results - Change Behavior and Focus Attention with Gamification.” HP Viewpoint.

      This paper explores the application of gamification techniques in promoting behavioral change and engaging users. It further discusses the effectiveness of gamification strategies and their potential to drive specific behaviors and attention. It likely offers insights and case studies related to the use of gamification for achieving desired outcomes.

    14. Groenewegen, Astrid. “What is Behavioral Design?” Suebehavioraldesign.com

      This resource introduces behavioral design, discussing its principles and highlighting its relevance in creating effective interventions. It explains the fundamental concepts of behavioral design.

    15. Hrera, Jason. “Behavioral Strategy: An Overview.” Thebehavioralscientist.com

      This source provides a comprehensive overview of behavioral strategy, delving into its principles and how it applies to business decision-making. It explores how understanding human behavior can enhance strategic planning.

    16. Hrera, Jason. “Behavioral Design: An Overview.” Thebehavioralscientist.com

      This source offers insights into behavioral design, explaining its core concepts and illustrating how it is used to influence user behavior. It provides a broad understanding of this design approach.

    17. "Homo Economicus." The Decision Lab.

      This reference guide provides insights into the concept of "Homo Economicus," a theoretical model of rational decision-making in economics. Understanding this concept is crucial when comparing rational economic models to behavioral economics.

    18. Investopedia Team. "Who Was Maurice Allais?" Investopedia, 2022.

      This source provides a concise overview of Maurice Allais, a prominent economist known for his work on the Allais Paradox. It offers insights into his contributions to economics and his impact on the field. The article is up-to-date, as it was reviewed in 2022, making it a valuable resource for understanding Maurice Allais and his significance in economics.

    19. King, Dominic et al. “Enhancing health and wellbeing through 'behavioural design'.” Journal of the Royal Society of Medicine vol. 107,9 (2014):

      This article discusses the use of "behavioural design" to improve health and wellbeing. It explores how behavioral design principles can influence health-related behaviors and outcomes.

    20. Kong, Joy. "What is Behavioral Design?" UX Planet. 2018.

      This article introduces the concept of behavioral design, explaining its principles and importance in user experience design. It offers insights into how behavioral design can influence user behavior and decision-making.

    21. “Loss aversion.” The Decision Lab.

      The Decision Lab provides information on loss aversion, a cognitive bias where individuals tend to strongly prefer avoiding losses over acquiring equivalent gains. This source is crucial for understanding how to design interventions that consider and potentially mitigate loss aversion.

    22. Markov, Ilia."Gamification is a Dark Pattern." Markov Unchained. 2020.

      This article explores the darker side of gamification and its potential to be used unethically as a dark pattern. It highlights the importance of responsible and ethical use of gamification techniques.

    23. Matt. “What is the longest Duolingo streak in 2023?” duoplanet, 2023.

      This blog post provides information about the longest Duolingo streak achieved in 2023.

    24. Missal, David. "Why Duolingo Is Worse Than Wasting Time on Social Media for Unprepared Language Learners." Medium, 2021.

      This critical article provides a comprehensive analysis of Duolingo as a language learning platform. It argues that while Duolingo effectively uses gamification to engage users, its shortcomings, such as the lack of grammar explanations and context in sentences, can hinder meaningful language acquisition. The article insights into the potential drawbacks of Duolingo serve as a valuable perspective for individuals considering its use in language learning.

    25. Pakulyte, Vaida. “Behavioral Design: The Missing Layer in E-commerce.” Linkedin.com. 2019

      This source explores the specific role of behavioral design in e-commerce, emphasizing its importance in enhancing user experiences and driving desired behaviors in online platforms.

    26. Panosian, Cara. “Bouncing Back from Inflation Using Loyalty Programs and Promotions.” Brandmovers.com. 2023.

      This source explores strategies for businesses to effectively respond to inflation by leveraging loyalty programs and promotions. It outlines practical approaches for mitigating the impact of rising prices on customer loyalty.

    27. Pilat, Dan. “Rising Inflation and Its Psychological Effects.” Thedecisionlab.com. 2022

      This article delves into the psychological impacts of rising inflation on consumer behavior and decision-making in the business context. It discusses how inflation affects consumer psychology.

    28. Pong, Jessica, et al. "Design is Becoming Behavioral: Here's How to Ethically Implement Gamification." The Decision Lab.

      This article focuses on the ethical implementation of gamification in design. It discusses the behavioral aspects of design and provides guidance on incorporating gamification techniques responsibly.

    29. "Predictably Irrational." Brand Genetics. 2011.

      This resource discusses the predictably irrational nature of human thinking and decision-making. It explores how humans often deviate from rational choices and act predictably irrationally, which has implications for behavioral design.

    30. “Scarcity.” Growth.Design.

      This online resource discusses the psychological concept of scarcity. It explores how the perception of scarcity can influence human behavior and is relevant for designing interventions that leverage scarcity as a motivator.

    31. Schrage, Michael. “Why Your Customer Loyalty Program Isn't Working.” HBR.com. 2015.

      This Harvard Business Review article examines common challenges and pitfalls in customer loyalty programs and provides insights on improving their effectiveness. It explores the reasons behind program failures.

    32. Sheetal et al. “Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective.” Asian Journal of Business Ethics, 1–21. 2022.

      This research investigates the ethical aspects of gamification in online retail customer experiences, exploring the impact of gamification on customer behavior and ethical considerations in the industry.

    33. “Social Norms.” The Decision Lab.

      The Decision Lab provides insights into social norms, a cognitive bias related to the influence of group behavior on individual decisions. Understanding social norms is essential for designing interventions that align with or challenge prevailing social behaviors.

    34. “Social Proof.” Growth.design.

      This online resource discusses the psychological concept of social proof. It explores how individuals often look to others' behavior as a guide for their own actions. This source is valuable for designing interventions that leverage social proof to drive behavior change.

    35. Thaler, Richard H., and Sunstein, Cass R. "Nudge: The Final Edition." Penguin, 2021.

      This updated edition explores "nudging" strategies to guide better decision-making while preserving individual choice. Thaler and Sunstein illustrate practical applications of behavioral economics and choice architecture in diverse areas, offering real-world examples and addressing critiques of the approach. This book serves as a comprehensive resource for those interested in behavioral science and public policy.

    36. "The Allais Paradox." The Decision Lab.

      This source explains the Allais Paradox and its implications in decision-making. It provides a clear overview of the paradox and its significance in understanding human behavior.

    37. “The Noble Edge Effect.” Thedecisionlab.com

      This source explains the Noble Edge Effect, a cognitive bias that describes how organizations can foster respect and profits by emphasizing openness, honesty, empathy, and actions in the public's best interest. It explores the psychological mechanisms behind this phenomenon and its implications for business strategies.

    38. "What is Gamification?" BI Worldwide.

      This resource explains the concept of gamification and its applications. It provides an overview of how gamification can be used to engage and motivate users in various contexts.

    39. Yang, Richard. "You're Doing Gamification Wrong: Dual Loops Explained." UX Design. 2020.

      This article discusses the concept of dual loops in gamification and how they impact user engagement. It provides insights into effective gamification strategies and how they can be implemented correctly.