disengagement penalty
9 patterns tagged with this topic.
Can't pause or save
Designs that prevent safely stopping — no pause or save, or progress lost (or attacked) when you leave — so players can't quit on their own terms.
Obstructed exit / cancellation (sludge)
Asymmetric friction makes quitting, refunding, or disabling far harder than starting.
Collection & completionism pressure
A visible, incomplete collection — roster, index, grid — compels players to keep playing or paying to complete the set.
Content treadmill
A relentless cadence of new seasons, stories, and limited updates keeps players returning so they never fall behind an ever-moving target.
Daily login / streaks
Escalating rewards and loss-aversion penalties punish missing a day.
Energy / wait timers (appointment mechanics)
Play is gated by real-time cooldowns that can be bypassed for money.
FOMO / limited-time offers
Artificial scarcity and urgency pressure players into purchases before a countdown expires.
Social obligation / guilt
The design leverages teammates' dependence to compel continued play or spending.
Subscription / battle-pass traps
Easy entry and obstructed cancellation, with 'earned' value that expires if you stop paying or playing.