tags: #publish #MOC
links: [[Psychology]], [[Product Management]], [[Network Effects]], [[Business Strategy and Competition]], [[User Experience and User Interface (UX, UI)]]
created: 2021-08-17 Tue
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# Social media gamification and addictiveness
If you can make the interaction "rewarding" in the dopamine-learning behavioural sense, then people keep coming back, whether or not it's actually in their overall interest to so. This greatly assists your product's growth: [[Network Effects#Addict users]].
This pattern is widespread in scale-based products that depend on a large, growing, "engaged" user base - it's usually a key part of getting a *flywheel* going to get to scale in the first place.
This person has had some fun playing with these concepts: [[Ben Grosser art and social media critique]]
Related: [[Creation vs consumption]],
[[Social media addictiveness can be improved if you don't force the user to commit to the identity represented by their real preferences]]