The gamification of dating online.
Dating apps such as Tinder are designed to be played like a game. Users play by swiping left and right on others' profiles to indicate whether they are romantically or sexually interested in them. They match with those who reciprocate their interest. The goal of the game is to match with as many peo...
| Publicado en: | Theoria: A Swedish Journal of Philosophy Vol. 91; no. 3; pp. 1 - 18 |
|---|---|
| Autor principal: | |
| Formato: | Artículo |
| Publicado: |
Wiley-Blackwell
Jun2025
|
| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=186226094&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 186226094 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 00405825 HL0 jtl: Theoria: A Swedish Journal of Philosophy issn: 00405825 maglogo: Y pubinfo: dt: Jun2025 vid: 91 iid: 3 pid: 480 pub: Wiley-Blackwell artinfo: ui: 186226094 10.1111/theo.12549 ppf: 1 ppct: 17 formats: fmt: – @attributes: type: T – @attributes: type: P size: 214KB tig: atl: The gamification of dating online. aug: au: Nader, Karim affil: Department of Linguistics and Philosophy, Massachusetts Institute of Technology, Cambridge Massachusetts, , USA su: Online dating Gamification Online dating mobile apps Tinder (Web resource) Dating (Social customs) sug: subj: Online dating Gamification Online dating mobile apps Tinder (Web resource) Dating (Social customs) keyword: algorithmic bias choice overload gamification online dating Tinder value capture ab: Dating apps such as Tinder are designed to be played like a game. Users play by swiping left and right on others' profiles to indicate whether they are romantically or sexually interested in them. They match with those who reciprocate their interest. The goal of the game is to match with as many people as possible, prioritizing rapid gratification over the pursuit of meaningful connections. Tinder's design elements and monetization strategies incentivize users to prioritize gathering matches, replacing the complexity of actual dating with a series of discrete decisions. Playing the matching game on Tinder makes dating more immediately gratifying, so users have started to play the game as an end in itself. The app becomes a source of entertainment instead of a means to build valuable connections. This also transforms the activity of dating as users spend time building appealing profiles and attempt to manipulate the algorithm to maximize their matching potential. Gamifying our romantic and sexual lives has negative consequences on people's self‐image as their personal worth becomes entwined with their success on the app. Individuals are reduced to mere players in the game, and the algorithm itself disproportionately favors users with conventional preferences. Gamification can be dangerous when the boundary between the game and real life blurs. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Theoria: A Swedish Journal of Philosophy is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Theoria: A Swedish Journal of Philosophy holder: Wiley-Blackwell dt: @attributes: year: 2025 holdings: @attributes: islocal: N |
|---|