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Framework · Behavioral science · Actionable Gamification

Claims never used as mechanisms

Several popular behavioral claims failed replication or were retracted: willpower as a depleting resource, subtle priming, the sign-at-the-top honesty nudge, the Zeigarnik memory effect, 21-day habits, and choice overload or decoys as universal laws. They are never presented as working mechanisms; the nearest valid lever is offered instead.

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Plain label: replication-crisis do-not-use listAlso known as: do-not-use list, replication crisis, ego depletion, priming

Claim What happened Use instead
Willpower runs out (ego depletion) Multi-lab replications found effects near zero Evidence grade X. Contested: the evidence conflicts or failed to replicate. Less friction, honest defaults, habit cues
Subtle primes change behavior Key studies failed to replicate Evidence grade X. Contested: the evidence conflicts or failed to replicate. Treat any "subtle cue" as a hypothesis to test
Sign-at-the-top honesty nudge Retracted in 2021 Evidence grade X. Contested: the evidence conflicts or failed to replicate. Nothing; don't cite it
Unfinished tasks are remembered better 2025 meta-analysis found no general effect Evidence grade X. Contested: the evidence conflicts or failed to replicate. Resumption cues F12
21 days to form a habit No support Evidence grade X. Contested: the evidence conflicts or failed to replicate. Ranges and the habit horizon F15 (How are habits formed: modelling habit formation in the real world, Lally et al., European Journal of Social Psychology, 2010)
Choice overload as a law Mean effect near zero; real only with moderators Evidence grade C. Limited evidence: few or small studies. Simplify when the moderators are present F13 (Choice overload: a conceptual review and meta-analysis, Chernev, Bockenholt & Goodman, Journal of Consumer Psychology, 2015)
Decoy pricing as a sure win Weakens with realistic stimuli Evidence grade C. Limited evidence: few or small studies. Test decoys; never assume them
Losses are always 2x gains Average near 2, varies widely Evidence grade B. Moderate evidence: solid studies with some limits. "On average about twice" F03
Bartle types as validated segments Bartle himself doubted they fit gamification Data-driven segments
Octalysis ratings as measurements No psychometric validation Evidence grade D. Practitioner framework or anecdote: plausible, untested. Pair ratings with behavior and need-satisfaction data

Findings from Brian Wansink's food-psychology lab are not cited; the cap technique GT#68 (Actionable Gamification Ch.10, p.253) carries that evidence warning.

Limits

What we don’t claim

Sources

  • Actionable Gamification · Yu-kai Chou

    Ch.10, p.253

  • Estimating the reproducibility of psychological science · Open Science Collaboration, Science, 2015

    Evidence grade A. Robust evidence: replicated, peer-reviewed research.
  • A multilab preregistered replication of the ego-depletion effect · Hagger et al., Perspectives on Psychological Science, 2016

    Evidence grade X. Contested: the evidence conflicts or failed to replicate.
  • Choice overload: a conceptual review and meta-analysis · Chernev, Bockenholt & Goodman, Journal of Consumer Psychology, 2015

    Evidence grade C. Limited evidence: few or small studies.
  • How are habits formed: modelling habit formation in the real world · Lally et al., European Journal of Social Psychology, 2010

    Evidence grade B. Moderate evidence: solid studies with some limits.

Source IDs: F12F13F15F03GT#68

Book content is paraphrased, never quoted at length. Last verified October 24, 2026.

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