Gamification
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A dark pattern where availability is falsely limited to pressure users into making a purchase.
The process of developing and maintaining a brand to ensure it meets business goals and customer expectations.
A dark pattern where the user is required to do something in order to access certain functionality or information.
The initial interaction a customer has with a brand.
The visible elements of a brand, such as color, design, and logo, that identify and distinguish the brand in consumers' minds.
The degree to which a product's elements are consistent with external standards or other products.
A psychological phenomenon where repeated exposure to a stimulus leads to an increased preference for it.
Actions, messages, or visuals that do not align with the established brand identity and values.