---
id: engagement-retention
status: active
supersededBy: []
lang: en
title: 'Engagement, retention and addictive patterns'
description: >-
  Engagement, retention, and addictive patterns: Actions, options, applications,
  and limitations. Complete list from the discussion, with search and sources.
intro: >-
  A map of 160 techniques for analyzing interest, returns, costs and pressure on
  the player. Involvement in itself does not mean dependence; the presence of
  separate mechanics does not determine the diagnosis or prove causation. This
  is the author's classification for critical analysis of design, and not a
  scientifically established list of the causes of gaming disorder. Assess
  context, audience, voluntariness of participation, and opportunity to stop.
updatedAt: '2026-10-20'
sources:
  - title: WHO definition
    url: >-
      https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: 'Ryan, Rigby, Przybylski'
    url: >-
      https://selfdeterminationtheory.org/SDT/documents/2006_RyanRigbyPrzybylski_MandE.pdf
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: Zendle and Cairns
    url: 'https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206767'
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: 'Frommel and Mandryk, Daily Quests or Daily Pests?'
    url: 'https://doi.org/10.1145/3549489'
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: King and Delfabbro
    url: 'https://onlinelibrary.wiley.com/doi/abs/10.1111/add.14286'
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: Petrovskaya and Zendle
    url: 'https://link.springer.com/article/10.1007/s10551-021-04970-6'
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
  - title: 'Zagal, Björk, Lewis, Dark Patterns in the Design of Games'
    url: 'https://ri.diva-portal.org/smash/get/diva2:1043332/FULLTEXT01.pdf'
    description: >-
      Primary source for individual techniques; does not confirm the entire
      author's classification.
counts:
  families: 20
  branches: 20
  variants: 160
url: 'https://gamemechanics.pro/en/mechanics/engagement-retention/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/engagement-retention.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Original editorial design catalog consolidated from project discussions on
  2026-10-20. Complete discussion item lists and contextual limitations are
  preserved; linked primary sources support specific techniques, not the entire
  classification. English translation was prepared with machine assistance and
  editorial review.
---
# Engagement, retention and addictive patterns

A map of 160 techniques for analyzing interest, returns, costs and pressure on the player. Involvement in itself does not mean dependence; the presence of separate mechanics does not determine the diagnosis or prove causation. This is the author's classification for critical analysis of design, and not a scientifically established list of the causes of gaming disorder. Assess context, audience, voluntariness of participation, and opportunity to stop.

## Mechanics catalog

<a id="section-1"></a>

### 1. Short gameplay loops and satisfying feedback

<a id="family-01"></a>
id: family-01
canonicalId: engagement-retention--family-01
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-01

A short sequence of actions and expressive feedback maintains understanding of the result and the desire to continue.

#### Variants and applications

<a id="family-01-variants"></a>
- Short cycle “action → result → new action”: the result quickly creates a reason to continue <a id="variant-engagement-retention-01-01"></a>
- Instant Feedback: The game immediately confirms a hit, decision, collection or improvement <a id="variant-engagement-retention-01-02"></a>
- Expressive action reinforcement: sound, animation, vibration and effects make repetition enjoyable <a id="variant-engagement-retention-01-03"></a>
- Rhythmic repetition: movements and actions develop into a stable, pleasant rhythm <a id="variant-engagement-retention-01-04"></a>
- Combo: a sequence of successful actions increases the result and encourages you to maintain the chain <a id="variant-engagement-retention-01-05"></a>
- Cascades: one action triggers a series of subsequent events and rewards <a id="variant-engagement-retention-01-06"></a>
- Visual ordering: field clearing, space filling, sorting and restoring provide local completion <a id="variant-engagement-retention-01-07"></a>
- Alternating tension and release: a dangerous episode is replaced by relief, after which the next cycle begins <a id="variant-engagement-retention-01-08"></a>


### 2. Mastery and challenge

<a id="family-02"></a>
id: family-02
canonicalId: engagement-retention--family-02
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-02

Skill, autonomy, and relationships with other players can keep things interesting on their own. Research on these motives describes pleasure and a desire to continue playing, which does not automatically equate to addiction. Ryan, Rigby, Przybylski.

#### Variants and applications

<a id="family-02-variants"></a>
- Gradual increase in difficulty: the following tasks require a little more skill <a id="variant-engagement-retention-02-01"></a>
- Adaptive difficulty: the game adapts the requirements to the player's performance <a id="variant-engagement-retention-02-02"></a>
- Mastered patterns: attacks, routes and tasks allow you to notice your own learning <a id="variant-engagement-retention-02-03"></a>
- Quick retry: after a mistake, you can immediately apply new understanding <a id="variant-engagement-retention-02-04"></a>
- Informative failure: the player sees a specific, correctable reason for failure. <a id="variant-engagement-retention-02-05"></a>
- Close to winning: a small missing result encourages you to try again <a id="variant-engagement-retention-02-06"></a>
- Comparison with your own record: the previous result becomes the next goal <a id="variant-engagement-retention-02-07"></a>
- High skill ceiling: even after mastering the basics, accuracy, speed, combinations and optimization remain <a id="variant-engagement-retention-02-08"></a>

- [Ryan, Rigby, Przybylski](https://selfdeterminationtheory.org/SDT/documents/2006_RyanRigbyPrzybylski_MandE.pdf)

### 3. Progression and empowerment

<a id="family-03"></a>
id: family-03
canonicalId: engagement-retention--family-03
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-03

Development opens up new opportunities and creates a sequence of achievable goals.

#### Variants and applications

<a id="family-03-variants"></a>
- Experience and levels: each lesson brings a noticeable stage of development closer <a id="variant-engagement-retention-03-01"></a>
- Stat growth: numbers show accumulated power <a id="variant-engagement-retention-03-02"></a>
- Skill Trees: The Next Node Promises a New Opportunity <a id="variant-engagement-retention-03-03"></a>
- Gradual discovery of mechanics: the game regularly expands the range of available actions <a id="variant-engagement-retention-03-04"></a>
- Unlocking territories and modes: progress gives access to the next layer of content <a id="variant-engagement-retention-03-05"></a>
- Development of a base or settlement: changes are saved and become a visible result of investments <a id="variant-engagement-retention-03-06"></a>
- Parallel leveling: character, weapon, profession and faction are developed simultaneously <a id="variant-engagement-retention-03-07"></a>
- Continued growth after the main ending: additional levels and systems leave long-term goals <a id="variant-engagement-retention-03-08"></a>


### 4. Goals, completion and visible remainder

<a id="family-04"></a>
id: family-04
canonicalId: engagement-retention--family-04
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-04

Unfinished goals and visible remaining work draw attention to continuation; consider the opportunity to stop calmly.

#### Variants and applications

<a id="family-04-variants"></a>
- Progress bars: show how much time is left until the result <a id="variant-engagement-retention-04-01"></a>
- Breaking down a big goal: turning a long task into a sequence of small achievements <a id="variant-engagement-retention-04-02"></a>
- Several goal horizons: nearby there are tasks for a minute, an evening and a month <a id="variant-engagement-retention-04-03"></a>
- Achievements lists: provide an explicit list of what has not yet been accomplished <a id="variant-engagement-retention-04-04"></a>
- Completion Rate: Turns completing an entire game into a measurable goal <a id="variant-engagement-retention-04-05"></a>
- Stepped grades: stars, medals and ranks encourage you to improve what you have already completed <a id="variant-engagement-retention-04-06"></a>
- Pre-progress: part of the scale or set is given out immediately, creating a goal in progress <a id="variant-engagement-retention-04-07"></a>
- Show the next goal in advance: before the end of the current task, the next attractive result is already visible <a id="variant-engagement-retention-04-08"></a>


### 5. Reward schedules and structure

<a id="family-05"></a>
id: family-05
canonicalId: engagement-retention--family-05
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-05

Timing and reward rules change the player's expectations and the rhythm of the return.

#### Variants and applications

<a id="family-05-variants"></a>
- A reward for every action: a useful result accompanies almost every repetition <a id="variant-engagement-retention-05-01"></a>
- Reward for a fixed number of actions: for example, a chest after several victories <a id="variant-engagement-retention-05-02"></a>
- Reward at a fixed interval: receipt is tied to the elapsed time <a id="variant-engagement-retention-05-03"></a>
- Reward after an unpredictable number of attempts: it is unknown which repetition will be successful <a id="variant-engagement-retention-05-04"></a>
- Reward after an unpredictable wait: the player periodically checks to see if the opportunity has appeared <a id="variant-engagement-retention-05-05"></a>
- Increasing rewards: continuing a streak increases the value of the next result <a id="variant-engagement-retention-05-06"></a>
- Simultaneous promotion of multiple rewards: one match fills multiple bars <a id="variant-engagement-retention-05-07"></a>
- A reward that triggers a new activity: the received key, ticket or resource immediately opens the next cycle <a id="variant-engagement-retention-05-08"></a>


### 6. Randomness, anticipation and excitement

<a id="family-06"></a>
id: family-06
canonicalId: engagement-retention--family-06
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-06

The Pity system can limit bad luck, and randomness can add variety to the game. Risk depends on the cost of trying, the transparency of probabilities, limitations, and combination with other systems. For paid loot boxes, studies have found that spending is associated with problem gambling behavior; A correlational study does not by itself establish the direction of causation. Zendle and Cairns.

#### Variants and applications

<a id="family-06-variants"></a>
- Random reward: it is not known in advance what exactly will be received <a id="variant-engagement-retention-06-01"></a>
- Rare big win: among the usual results there is a particularly desirable one <a id="variant-engagement-retention-06-02"></a>
- “Almost hit” demonstration: framing a loss to create the impression of being close to winning <a id="variant-engagement-retention-06-03"></a>
- Gradual reveal of the result: opening a chest or summon extends the wait <a id="variant-engagement-retention-06-04"></a>
- Guarantee after a series of failures, pity system: the counter creates a separate goal until a guaranteed reward <a id="variant-engagement-retention-06-05"></a>
- Re-generating the result, reroll: you can try to replace the unsuccessful reward <a id="variant-engagement-retention-06-06"></a>
- Improvement with probability of success: invested resources can give an increase or a loss <a id="variant-engagement-retention-06-07"></a>
- The decision “take or risk”: the winnings already received can be bet for more <a id="variant-engagement-retention-06-08"></a>

- [Zendle and Cairns](https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206767)

### 7. Loot and collecting

<a id="family-07"></a>
id: family-07
canonicalId: engagement-retention--family-07
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-07

Obtaining loot and completing the collection provides long-term goals and changes the value of individual finds.

#### Variants and applications

<a id="family-07-variants"></a>
- Item rarities: a clear hierarchy makes getting a rarer item a goal <a id="variant-engagement-retention-07-01"></a>
- An unfinished collection: empty spaces remind of missing items <a id="variant-engagement-retention-07-02"></a>
- Full Set Bonus: Individual finds receive additional value in the set <a id="variant-engagement-retention-07-03"></a>
- Collecting fragments: every small find brings you closer to obtaining the whole object <a id="variant-engagement-retention-07-04"></a>
- Leveling through duplicates: getting an item again remains useful <a id="variant-engagement-retention-07-05"></a>
- Random characteristics of items: even a familiar item can drop in the best variant <a id="variant-engagement-retention-07-06"></a>
- Finding synergy for a build: the next item is able to complete the desired combination <a id="variant-engagement-retention-07-07"></a>
- Alternate versions: special colors, shapes, signatures and variants expand the collection without changing the core mechanics <a id="variant-engagement-retention-07-08"></a>


### 8. Accumulation and economic cycles

<a id="family-08"></a>
id: family-08
canonicalId: engagement-retention--family-08
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-08

The repeated accumulation and expenditure of resources links current activity to future possibilities.

#### Variants and applications

<a id="family-08-variants"></a>
- Constant growth of resources: accumulation itself becomes an observable result <a id="variant-engagement-retention-08-01"></a>
- Income during absence: return is accompanied by receipt of accumulated <a id="variant-engagement-retention-08-02"></a>
- Reinvestment: what you earn increases the speed of your next earnings <a id="variant-engagement-retention-08-03"></a>
- Automation: the player gradually transfers the routine to the system and moves on to control <a id="variant-engagement-retention-08-04"></a>
- Production chains: improving one link creates the next task in another <a id="variant-engagement-retention-08-05"></a>
- Resource bottlenecks: shortage of a specific material directs the next activity <a id="variant-engagement-retention-08-06"></a>
- Prestige and reset for a permanent bonus: a completed cycle turns into the beginning of a more effective one <a id="variant-engagement-retention-08-07"></a>
- Trading and market speculation: price changes create reasons to test the market and make trades <a id="variant-engagement-retention-08-08"></a>


### 9. Exploration and story curiosity

<a id="family-09"></a>
id: family-09
canonicalId: engagement-retention--family-09
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-09

Unknown areas, events, and plot questions provide motivation to seek new information.

#### Variants and applications

<a id="family-09-variants"></a>
- Hidden areas: an unknown part of the world promises discoveries <a id="variant-engagement-retention-09-01"></a>
- Secrets: the environment hints that the player has not yet discovered something <a id="variant-engagement-retention-09-02"></a>
- Gradual story unfolding: answers are revealed as you progress <a id="variant-engagement-retention-09-03"></a>
- Cliffhangers: The episode ends with an unfinished event <a id="variant-engagement-retention-09-04"></a>
- Collectible plot fragments: the complete picture must be assembled from individual finds <a id="variant-engagement-retention-09-05"></a>
- Random encounters and events: the next session may bring an unusual episode <a id="variant-engagement-retention-09-06"></a>
- Procedural generation: familiar rules create new situations <a id="variant-engagement-retention-09-07"></a>
- Branching consequences: the desire to see a different outcome encourages replaying the game <a id="variant-engagement-retention-09-08"></a>


### 10. Creativity, identity and attachment

<a id="family-10"></a>
id: family-10
canonicalId: engagement-retention--family-10
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-10

Creating your own outcome and connecting with the characters enhances the personal significance of the experience.

#### Variants and applications

<a id="family-10-variants"></a>
- Creating your own character: the player invests in an individual image <a id="variant-engagement-retention-10-01"></a>
- Cosmetic personalization: appearance becomes a way of self-expression <a id="variant-engagement-retention-10-02"></a>
- Construction and decoration: your own world remains an unfinished creative project <a id="variant-engagement-retention-10-03"></a>
- Designing builds, decks and teams: new combinations support experimentation <a id="variant-engagement-retention-10-04"></a>
- Caring for Creatures and Characters: Developing relationships creates emotional attachment <a id="variant-engagement-retention-10-05"></a>
- Long-term consequences of decisions: the character's story reflects personal choices <a id="variant-engagement-retention-10-06"></a>
- Creation of user content: the game continues with its own levels, scenarios and modifications <a id="variant-engagement-retention-10-07"></a>
- Public authorship: publications, ratings and use by other players give creativity additional significance <a id="variant-engagement-retention-10-08"></a>


### 11. Social belonging

<a id="family-11"></a>
id: family-11
canonicalId: engagement-retention--family-11
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-11

Interaction with other participants creates a sense of belonging and a reason to return to playing together.

#### Variants and applications

<a id="family-11-variants"></a>
- Permanent groups and guilds: the game becomes a place of regular communication <a id="variant-engagement-retention-11-01"></a>
- Co-op: fun comes from shared action <a id="variant-engagement-retention-11-02"></a>
- Complementary roles: each participant receives clear value for the team <a id="variant-engagement-retention-11-03"></a>
- Shared long-term projects: a group builds, explores, or develops something together <a id="variant-engagement-retention-11-04"></a>
- Helping and Mentoring: Being helpful to others maintains participation. <a id="variant-engagement-retention-11-05"></a>
- Gifts and Sharing: Interaction continues between main sessions <a id="variant-engagement-retention-11-06"></a>
- In-Game Relationships: Friendships, Rivalries, and Romances Create a Social Story <a id="variant-engagement-retention-11-07"></a>
- Shared rituals and events: regular meetings anchor the game in community life <a id="variant-engagement-retention-11-08"></a>


### 12. Competition and recognition

<a id="family-12"></a>
id: family-12
canonicalId: engagement-retention--family-12
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-12

Comparing performance and recognizing achievements create competitive and social goals.

#### Variants and applications

<a id="family-12-variants"></a>
- Rating ladder: there is always a next position <a id="variant-engagement-retention-12-01"></a>
- Leagues and divisions: the transition between them creates noticeable boundaries <a id="variant-engagement-retention-12-02"></a>
- Leaderboards: The result gets a position relative to others <a id="variant-engagement-retention-12-03"></a>
- Comparison with friends: a familiar opponent makes the goal more specific <a id="variant-engagement-retention-12-04"></a>
- Revenge: defeat leaves a desire to change the outcome <a id="variant-engagement-retention-12-05"></a>
- Streaks of victories and records: current success becomes an independent value <a id="variant-engagement-retention-12-06"></a>
- Public status symbols: titles, frames, badges and rare items show achievements <a id="variant-engagement-retention-12-07"></a>
- Seasonal competition: a new period creates a new race and an opportunity to reconsider your position <a id="variant-engagement-retention-12-08"></a>


### 13. Social obligations and group pressure

<a id="family-13"></a>
id: family-13
canonicalId: engagement-retention--family-13
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-13

Group obligations can turn participation into pressure when omission affects others or becomes public.

#### Variants and applications

<a id="family-13-variants"></a>
- Scheduled raids: participation requires showing up at a specific time <a id="variant-engagement-retention-13-01"></a>
- Activity quotas: maintaining a place in a group depends on regular contributions <a id="variant-engagement-retention-13-02"></a>
- Dependence of the overall result on each participant: absence is perceived as damage to the team <a id="variant-engagement-retention-13-03"></a>
- Scarce irreplaceable role: it is difficult for a person to leave because there is no one to replace him <a id="variant-engagement-retention-13-04"></a>
- Duty of reciprocity: help received creates an expectation of reciprocal activity. <a id="variant-engagement-retention-13-05"></a>
- Public visibility of absence: absences become visible to the group <a id="variant-engagement-retention-13-06"></a>
- Reward requiring invited participants: progress depends on inviting other people <a id="variant-engagement-retention-13-07"></a>
- Tied to one group or server: accumulated connections and shared assets make leaving difficult <a id="variant-engagement-retention-13-08"></a>


### 14. Habit and calendar-based return

<a id="family-14"></a>
id: family-14
canonicalId: engagement-retention--family-14
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-14

Players may perceive such rewards both as useful motivation and as an obligation, a chore, or a source of fear of missing out. This difference is found in player experience research, not just design criticism. Frommel and Mandryk, Daily Quests or Daily Pests?.

#### Variants and applications

<a id="family-14-variants"></a>
- Daily Login Reward: Logging in becomes a rewarding activity in its own right <a id="variant-engagement-retention-14-01"></a>
- A series of consecutive days, streak: the value is gained by the continuity of visits <a id="variant-engagement-retention-14-02"></a>
- Daily tasks: regularly update the short-term agenda <a id="variant-engagement-retention-14-03"></a>
- Weekly Challenges: Form a longer repeating cycle <a id="variant-engagement-retention-14-04"></a>
- Renewable Energy: When an available resource becomes available, it sets the return time <a id="variant-engagement-retention-14-05"></a>
- Construction, crafting and expedition timers: completing the process becomes a reason to visit <a id="variant-engagement-retention-14-06"></a>
- Rotation of modes and activities: different days offer different opportunities <a id="variant-engagement-retention-14-07"></a>
- Sequential return program: after a break, rewards are issued for the next few visits <a id="variant-engagement-retention-14-08"></a>

- [Frommel and Mandryk, Daily Quests or Daily Pests?](https://doi.org/10.1145/3549489)

### 15. Limited availability and FOMO

<a id="family-15"></a>
id: family-15
canonicalId: engagement-retention--family-15
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-15

FOMO means fear of missing out.

#### Variants and applications

<a id="family-15-variants"></a>
- Temporary events: content available for a limited period <a id="variant-engagement-retention-15-01"></a>
- Exclusive event rewards: missing a specific item will result in the loss of a specific item. <a id="variant-engagement-retention-15-02"></a>
- Battle pass with deadline: progress must be completed before the deadline <a id="variant-engagement-retention-15-03"></a>
- Rotating store: the desired product appears only in certain periods <a id="variant-engagement-retention-15-04"></a>
- Limited summon banner: the desired character or item can be obtained in a certain window <a id="variant-engagement-retention-15-05"></a>
- Short claim windows: the reward must be claimed within a narrow period of time <a id="variant-engagement-retention-15-06"></a>
- Temporary benefit multipliers: bonus experience or loot make the current session especially profitable <a id="variant-engagement-retention-15-07"></a>
- Burning resources and tickets: unused opportunity disappears <a id="variant-engagement-retention-15-08"></a>


### 16. Losses, preserving progress and invested effort

<a id="family-16"></a>
id: family-16
canonicalId: engagement-retention--family-16
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-16

The latter technique is especially associated with the use of time and money already invested: it is more difficult for the player to abandon the goal, although continuing may be unprofitable. Hiding long-term value is considered in works on predatory monetization. King and Delfabbro.

#### Variants and applications

<a id="family-16-variants"></a>
- Resetting streak for skipping: return is motivated by maintaining streak <a id="variant-engagement-retention-16-01"></a>
- Rating drop for inactivity: absence reduces achieved status <a id="variant-engagement-retention-16-02"></a>
- Vulnerability of property outside the game: base or resources can be taken away while the player is absent <a id="variant-engagement-retention-16-03"></a>
- Crop spoilage and farm destruction: maintenance prevents deterioration <a id="variant-engagement-retention-16-04"></a>
- Limited window for returning what was lost: after a defeat you need to have time to return things or resources <a id="variant-engagement-retention-16-05"></a>
- Loss of accumulated chances or guarantees: a change of event or a break invalidates the incomplete counter <a id="variant-engagement-retention-16-06"></a>
- Stopping accumulation when storage is full: absence means lost income <a id="variant-engagement-retention-16-07"></a>
- Late disclosure of the full price of the target: significant requirements become visible after significant investments <a id="variant-engagement-retention-16-08"></a>

- [King and Delfabbro](https://onlinelibrary.wiley.com/doi/abs/10.1111/add.14286)

### 17. Extending sessions and removing stopping points

<a id="family-17"></a>
id: family-17
canonicalId: engagement-retention--family-17
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-17

The sequence of events and the lack of convenient pauses can make it difficult to complete a gaming session.

#### Variants and applications

<a id="family-17-variants"></a>
- Automatic start of the next match: continuation occurs by default <a id="variant-engagement-retention-17-01"></a>
- Immediate retry without returning to the menu: there is almost no pause between attempts to solve <a id="variant-engagement-retention-17-02"></a>
- The next task begins before the previous one is completed: one activity constantly transitions into another <a id="variant-engagement-retention-17-03"></a>
- Non-synchronous completion of goals: one scale is full, but the other is almost reaching the reward <a id="variant-engagement-retention-17-04"></a>
- Continuous play bonus: stopping interrupts a useful multiplier <a id="variant-engagement-retention-17-05"></a>
- Progress is saved only after a long stage: exit requires giving up part of the result <a id="variant-engagement-retention-17-06"></a>
- No pause in prolonged activity: it is difficult for the player to be temporarily distracted <a id="variant-engagement-retention-17-07"></a>
- Constantly updated content flow: new tasks appear faster than completed ones disappear <a id="variant-engagement-retention-17-08"></a>


### 18. Selling relief from constraints and advantages

<a id="family-18"></a>
id: family-18
canonicalId: engagement-retention--family-18
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-18

Selling the removal of restrictions or benefits ties the player's inconvenience and power to costs; value transparency and voluntariness.

#### Variants and applications

<a id="family-18-variants"></a>
- Purchasing energy and attempts: payment allows you to continue beyond the set limit <a id="variant-engagement-retention-18-01"></a>
- Paid continuation after defeat: you can save the current run or result <a id="variant-engagement-retention-18-02"></a>
- Acceleration of timers: waiting is removed by payment <a id="variant-engagement-retention-18-03"></a>
- Paid grind pass: money replaces long repetition of actions <a id="variant-engagement-retention-18-04"></a>
- Selling the elimination of inconveniences: cramped inventory, slow collection and other restrictions are removed by purchase <a id="variant-engagement-retention-18-05"></a>
- Buying a competitive advantage, pay-to-win: spending becomes a way to stay competitive <a id="variant-engagement-retention-18-06"></a>
- Regular obsolescence of paid power: new stronger objects create the need to gain advantage again <a id="variant-engagement-retention-18-07"></a>
- Paid loss protection: purchase saves series, property, rating or result <a id="variant-engagement-retention-18-08"></a>


### 19. Repeat spending patterns

<a id="family-19"></a>
id: family-19
canonicalId: engagement-retention--family-19
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-19

Selling boosts, convenience restrictions, opaque currency, and buying pressure are described in a study of problematic monetization from a player's perspective. It categorizes their complaints and experiences, but does not prove that each method is addictive. Petrovskaya and Zendle.

#### Variants and applications

<a id="family-19-variants"></a>
- Paid random rewards: buy an attempt, not a guaranteed desired item <a id="variant-engagement-retention-19-01"></a>
- Multiple currencies and exchange rates: it becomes more difficult to estimate expenses in regular money <a id="variant-engagement-retention-19-02"></a>
- Mismatch between the sizes of currency packages and prices: the balance pushes for the next replenishment <a id="variant-engagement-retention-19-03"></a>
- Chains of sequential offers: acquisition opens the next stage of purchase <a id="variant-engagement-retention-19-04"></a>
- Increasing bonuses for accumulated spending: the amount spent becomes a separate progress bar <a id="variant-engagement-retention-19-05"></a>
- Daily Receipt Subscription: Purchase creates an obligation to check in regularly <a id="variant-engagement-retention-19-06"></a>
- Refund of the cost of the pass upon complete completion: completion of the season becomes a condition for receiving currency for the next <a id="variant-engagement-retention-19-07"></a>
- Paid restoration of lost progress: after missing a deadline, you are offered to buy the missing progress <a id="variant-engagement-retention-19-08"></a>

- [Petrovskaya and Zendle](https://link.springer.com/article/10.1007/s10551-021-04970-6)

### 20. Interface incentives and personalized return prompts

<a id="family-20"></a>
id: family-20
canonicalId: engagement-retention--family-20
url: https://gamemechanics.pro/en/mechanics/engagement-retention/#family-20

Researchers of dark patterns specifically emphasize the role of implementation: a similar gaming technique can maintain interest or act against the interests of the player, depending on the design of the system and the audience. Zagal, Björk, Lewis, Dark Patterns in the Design of Games.

#### Variants and applications

<a id="family-20-variants"></a>
- Constant indicators of unclaimed status: icons and counters encourage you to open sections <a id="variant-engagement-retention-20-01"></a>
- Ready notifications: the game reminds you when production is completed or a resource has been restored <a id="variant-engagement-retention-20-02"></a>
- Loss Notifications: Message encourages you to return to protect your gains. <a id="variant-engagement-retention-20-03"></a>
- Messages about friends' activities: someone else's activity becomes a reason for your own <a id="variant-engagement-retention-20-04"></a>
- Constant demonstration of future rewards: desired items remain in front of your eyes <a id="variant-engagement-retention-20-05"></a>
- Mandatory visit to the store for a free reward: receiving a free one is accompanied by the display of paid offers <a id="variant-engagement-retention-20-06"></a>
- Suggestions at the time of failure or lack of resource: a purchase is shown when it solves the problem that has arisen <a id="variant-engagement-retention-20-07"></a>
- Personalization of incentives by behavior: time, content of notifications and offers are adjusted to the specific player <a id="variant-engagement-retention-20-08"></a>

- [Zagal, Björk, Lewis, Dark Patterns in the Design of Games](https://ri.diva-portal.org/smash/get/diva2:1043332/FULLTEXT01.pdf)

## Combinations for analysis



Random reward + paid attempt + temporary banner + disappearing guarantee counter.

Daily series + penalty for missing + notification of the threat of loss + paid restoration.

Purchased pass + deadline + daily tasks + opportunity to purchase missing levels.

Team quota + public visibility of passes + irreplaceable role + reward for the whole group.

Several almost full gauges + automatic next match + continuous session bonus.

## How to use the catalog



Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [WHO definition](https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming-disorder): Primary source for individual techniques; does not confirm the entire author's classification.
- [Ryan, Rigby, Przybylski](https://selfdeterminationtheory.org/SDT/documents/2006_RyanRigbyPrzybylski_MandE.pdf): Primary source for individual techniques; does not confirm the entire author's classification.
- [Zendle and Cairns](https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206767): Primary source for individual techniques; does not confirm the entire author's classification.
- [Frommel and Mandryk, Daily Quests or Daily Pests?](https://doi.org/10.1145/3549489): Primary source for individual techniques; does not confirm the entire author's classification.
- [King and Delfabbro](https://onlinelibrary.wiley.com/doi/abs/10.1111/add.14286): Primary source for individual techniques; does not confirm the entire author's classification.
- [Petrovskaya and Zendle](https://link.springer.com/article/10.1007/s10551-021-04970-6): Primary source for individual techniques; does not confirm the entire author's classification.
- [Zagal, Björk, Lewis, Dark Patterns in the Design of Games](https://ri.diva-portal.org/smash/get/diva2:1043332/FULLTEXT01.pdf): Primary source for individual techniques; does not confirm the entire author's classification.
