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Exploitative Patternsin Games

retention

9 patterns tagged with this topic.

T6High

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.

TemporalEvidence: ModerateGameplay & business
T7Medium

Content treadmill

A relentless cadence of new seasons, stories, and limited updates keeps players returning so they never fall behind an ever-moving target.

TemporalEvidence: ModerateGameplay & business
T3Medium

Daily login / streaks

Escalating rewards and loss-aversion penalties punish missing a day.

TemporalEvidence: ModerateGameplay & business
T2Medium

Energy / wait timers (appointment mechanics)

Play is gated by real-time cooldowns that can be bypassed for money.

TemporalEvidence: ModerateGameplay & business
M7Medium

FOMO / limited-time offers

Artificial scarcity and urgency pressure players into purchases before a countdown expires.

Psychological / reinforcementEvidence: ModerateServes business
S8Medium

Manufactured competition

Leaderboards, resetting ranks, and rivalry framing turn social comparison into a driver of compulsive play and spending.

Social / parasocialEvidence: ModerateGameplay & business
S1Medium

Social obligation / guilt

The design leverages teammates' dependence to compel continued play or spending.

Social / parasocialEvidence: ModerateGameplay & business
M12Medium

Subscription / battle-pass traps

Easy entry and obstructed cancellation, with 'earned' value that expires if you stop paying or playing.

ObstructionEvidence: ModerateGameplay & business
T1Low

Grinding / engineered repetition

Repetitive effort is inflated to extend play or to drive pay-to-skip purchases.

TemporalEvidence: ModerateGameplay & business