Mechanism families
Axis A — how a pattern works. General families recur across all digital products; games-salient families are specific to play.
General (cross-domain)
Forced action
3 patternsBundling an unwanted action with a wanted one — forced ad-watching to progress, forced account or data, gated exits. Part of the coercive core.
Interface interference
10 patternsVisual or linguistic manipulation of the choice — misdirection, false hierarchy, confirmshaming, pre-selected or default-to-purchase options.
Nagging
2 patternsRepeated interruptions that steer toward the provider's goal — persistent upsell prompts and reminders.
Obstruction
4 patternsAsymmetric friction against user-protective choices — hard-to-cancel, withdrawal friction, 'sludge'. Part of the coercive core.
Sneaking / Hiding
9 patternsConcealing or delaying information that is material to the decision — hidden costs, hidden odds, obscured currency value.
Games-salient
Monetary / randomised
5 patternsDesigns that obscure or inflate cost or randomise reward — loot boxes/gacha, premium-currency obfuscation, price/odds opacity, pay-to-win.
Psychological / reinforcement
8 patternsDesigns that exploit reinforcement schedules and cognitive biases — variable-ratio rewards, near-miss, sunk-cost/entrapment, illusion of control, sensory reinforcement.
Social / parasocial
8 patternsDesigns that weaponise relationships — social obligation and guilt, gifting spam, social pyramid schemes, impersonation, parasocial pressure from beloved characters.
Temporal
7 patternsDesigns that exploit time and the value of the player's time — grinding, energy/wait timers, appointment mechanics, daily streaks, attention capture.