Tactics database.

Persuasion, engagement, and behavior change tactics to help you implement behavior and gamification design effectively.

You can access the full database of 316 tactics here if you've already completed our Masterclass or Custom training or learn more how to get access.

Easy

Clarity

Remove ambiguity and confusion from information and course to action (e..g, instructions)

Easy

Default Option

Pre-select the most desirable option.

Easy

Reflection Point

Introduce friction points to trigger reflection and eventually confirm the course of action to avoid regrettable outcomes.

Obvious

Gaze Magnet

Leverage humans’ natural tendency of looking at what others look at.

Obvious

Isolation effect

Make one or few items stick out to increase the likelihood they will be noticed and remembered.

Obvious

Top 10 effect

Group things into round-number groups, ending in a 5 or 0 to grab people’s attention and increase the perceived value

Timely

Fresh Start effect

Leverage temporal landmarks that represent new beginnings to encourage takign action.

Timely

Timely prompt

Provide a timely specific and actionable prompt to perform the behavior.

Timely

Timely reminder

Provide a timely, specific and actionable reminder to perform the behaviour.

Attractive

Decoy effect

People tend to have a specific change in preference between two options when also presented with a third option that is inferior in all respects to one option.

Attractive

Gain-frame (highlight benefits)

Frame a message to emphasise the benefits that can be acquired by following the suggested course of action.

Attractive

Halo Effect

The tendency for positive impressions of a person, company, brand or product in one area to positively influence one's opinion or feelings in other areas

Tangible

In-game Currency

Introduce a virtual currency system to facilitate micro-transactions (in-game purchases) or incentivising specific actions.

Tangible

Monetary Rewards

Provide tangible financial incentives to motivate and reinforce desired behaviors (eg., cash prize, bonus, discount).

Tangible

Self-Rewards

Encourage self-reinforcement by prompting and allowing users to reward themselves upon achieving goals.

Social

Competition

Leverage people’s need to win and advance their social standing by enabling a healthy competition.

Social

Shared Goal

Encourage people to jointly move towards a shared goal to foster a sense of belonging.

Social

Social Proof

Reveal what others think, do or say to influence behaviour, especially in situation of uncertainty.

Goal-oriented

Clear Goals

Set a specific, unambiguous and possibly time-bound goals to direct one's attention and effort.

Goal-oriented

Goal Gradient effect (last mile)

Accelerate the behaviour to progress towards a goal or reward by emphasizing (and eventually create anticipation) once one is getting closer to achieving it.

Goal-oriented

Streak

Provide progress feedback when the same action has been performed consecutively for a defined period of time, or until the chain of action is broken.

Intriguing

Hidden/obscured information

Hide or obscure information to create an information gap which can be revealed by taking the desired action.

Intriguing

Novelty

Attract people's attention with information and experiences that are new or perceived to be different, unusual or unfamiliar.

Intriguing

Oracle effect

Provide a mechanism that enable people to try predict an outcome (e.g actions, events or competitions)

Unexpected

Delighter

Provide unexpected micro-moments of surprise (e.g. interaction or animation) to delight users with or without people’s inputs.

Unexpected

Set and violate expectations

Purposefully establish expectations and then intentionally deliver information or outcomes that contradict or exceed those expectations (e.g under-promise and over-deliver to exceed expectations).

Unexpected

World-view disruptor

Challenge and disrupt people's existing understanding of the world by presenting information or outcomes that defy their expectations or preconceived notions

Scarce

Exclusive access

Offer exclusive benefits, privileges, or content to a select group of users, creating a sense of exclusivity and prestige (e.g., invite only program, first-come-first served).

Scarce

Limited quantity

Highlight limited availability of products, services, or features to increase their perceived value and desirability

Scarce

Magnetic cap

Create a limit on the number of times a desirable action can be performed, increasing its desirability, fostering a sense of scarcity, and enticing users to crave more, leading to repeated engagement and return visits.

Empowering

Open-ended tasks

Design tasks and experiences without predetermined outcomes, allowing users freedom to explore, interact, and shape their own journey

Empowering

Placebo button

Introduce a push-button or other control that has only apparent functionality and aims at providing an illusion of control over a system, situation or environment.

Empowering

Self-set goals

Enable people to define and set their own goals according to their abilities and preferences.

Yours

Commitment device

Enable people to limit the choices available in the future (e.g. by introducing obstacles or additional costs).

Yours

Foot-in-the-door

Start with a small request to increase likelihood of compliance with larger requests.

Immersive

Environmental overlay

Immerse users into an alternate real environment with a visual overlay to create a feeling of “being there”.

Immersive

Narrative overlay

Immerse your audience into a fictional narrative to contextualise (boring) activities and connect in an emotionally engaging way.

Immersive

Proteus effect

Enable people to create and customise a virtual identity as an imaginary self-representation (and eventually socialise through it), to influence their real-world behaviours.

Aversive

Emphasise future risks

Emphasise the risks and likelihood of negative outcomes associated with inaction: “do this, or this will likely happen”

Aversive

Positive punishment

Introduce an undesirable stimulus to discourage the behavior.

Aversive

Sunk cost fallacy

Emphasize the investment or resources (time, money, effort) already committed to motivate continued action.

Meaningful

Identifiable victim effect

Focus on one person (the victim) and her/his story, rather than vaguely defined groups to encourage empathy and increase support (e.g., donations)

Meaningful

Noble cause

Implicitly or explicitly align desired behaviors, goals, or achievement with a noble cause or higher purpose, inspiring users to contribute to something greater than themselves.

Meaningful

Storytelling

Provide information and experiences in a structured format that connects events, actions, and outcomes to create meaningful context and enhance users' understanding and engagement.

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