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All games
CX Game · Behavioral

Nudge or No-Nudge

Debate whether each design is an ethical nudge or a dark pattern.

Run this with your teamAll games
Participants
4–16
Seniority
All levels
Level
Hard

Learning Objective

Players can judge whether a given design choice is an ethical nudge that helps customers decide, or a dark pattern that exploits them — and articulate the principle that separates the two.

How to Play

Setup

Collect 15–20 real screenshots or descriptions of design choices: pre-ticked boxes, default opt-ins, urgency banners, friction-filled cancellation flows, helpful smart defaults. Split the room into two debate benches plus a rotating panel of judges.

Rules

  • The facilitator presents one design and assigns one bench to argue "ethical nudge", the other "dark pattern".
  • Each bench gets 90 seconds to make its case using customer benefit as the test.
  • The judging panel rules and must state the principle behind their verdict.
  • Benches swap sides on the next design so everyone argues both positions.
  • Track the rulings to build a shared house definition of the nudge/dark-pattern line.

Debrief

Spend ten minutes codifying the line. Ask three questions in order:

  • What was the clearest test that separated a nudge from a dark pattern today?
  • Where does your own product sit closest to that line — and which side?
  • What is one default or flow you'd change tomorrow to land firmly on the ethical side?

CX Principle Reinforced

A nudge helps the chooser; a dark pattern helps the choice architect. Thaler and Sunstein's nudge theory shows defaults and friction powerfully steer behaviour — the question is whose interest they serve. Ethical nudges (smart defaults, friction removed) work with the customer; dark patterns (forced continuity, confirm-shaming) exploit the same biases against them. Customers eventually detect manipulation and punish it. The debate format builds the judgement to stay on the right side under commercial pressure.

Format

  • Format: In-person or virtual (two-bench debate)
  • Players: 4–16
  • Duration: 40–50 minutes
  • Level: Hard

CX Games

Other games

A
Behavioral

Anchoring Effect Experiment

The Anchoring Effect Experiment is a hands-on workshop where teams explore the anchoring effect and its impact on decision-making and pricing strategies. By setting a baseline (anchor) and observing how it influences subsequent decisions, participants gain insights into how anchoring can affect customer perceptions and behavior.

Players
4-12
Best for
Medium
How to play
B
Innovation

Behavioral Bias Bingo

Behavioral Bias Bingo is a fun and educational game where participants identify common behavioral biases in customer interactions and strategize ways to address them using insights from the "Rebel Unravel" deck. By recognizing and understanding biases, teams can enhance customer experience and decision-making processes.

Players
2-8
Best for
Any
How to play
B
Behavioral

Bias Bingo

Spot cognitive biases in real customer scenarios — first to a line wins.

Players
3–20
Best for
All levels
How to play
B
Behavioral

Bias Breakdown

A card game where teams use the "Rebel Unravel" deck to identify and overcome behavioral biases impacting customer decisions and experiences.

Players
4-12
Best for
Any
How to play
B
Personas

Brand Advocacy Role Play

Brand Advocacy Role Play is a game where teams simulate scenarios to convert neutral customers into enthusiastic brand advocates. Through interactive role-playing, participants learn to enhance customer engagement, satisfaction, and loyalty.

Players
2-8
Best for
Any
How to play
C
Journeys

CX Escape Room: Customer Journey Breakout

Customer Journey Breakout is an engaging, immersive escape room experience designed to deepen participants' understanding of the customer journey through interactive puzzles and tasks related to customer experience challenges.

Players
2-8
Best for
Any
How to play

Run this with your team

We facilitate these CX games as live workshops tailored to your organisation.

Book a callAll games