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Technique · Actionable Gamification

Positive norms, never 'many people do the bad thing'

Write messages that show the desired behavior as common among people like the user, and never advertise how common the unwanted behavior is. Chou's warning case: a park sign saying many visitors take wood raised theft compared with no sign at all.

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

Plain label: positive peer-norm copyAlso known as: Anti Core Drive copy, descriptive norms

How it works

Other people's behavior signals what is normal (CD5), so a message saying many people do the wrong thing makes it look acceptable, a motivation against the Desired Action created by the copy itself. In the park test a negative-norm sign raised theft above the no-sign control, while a plain request lowered it. The closer the reference group, the stronger the norm, and in one field study a neighbor norm beat appeals to money, the environment and duty.

Evidence warning

What the research says

  • In the Petrified Forest sign test, theft was about 7.9% under a negative-norm sign, about 3% with no sign and 1.67% with a plain request.

    AG Ch9 citing Cialdini and colleagues via Yes! (study grade A; control often given as 2.92%)

  • In San Marcos, door hangers citing neighbors' energy saving cut use by about 10% vs control, while money, environment and civic-duty appeals each moved it less than 3%.

    AG Ch9 citing the WSJ; Nolan et al. (study grade A), 2008

How to build it

Web
State, with real data, how many new teams invite colleagues in their first week, never how many never do.
B2B
Admin nudges framed around similar companies that completed setup, never around how many skip security steps.
Email and SMS
Re-engagement emails describing what active members like the user did this week.

What can go wrong

  • Copy that publicizes how common the bad behavior is.
  • Fabricated statistics.
  • A reference group users don't identify with.

Pairs well with

  • Test against a true no-message control.
  • Pair with GT#58 Conformity Anchors for individual feedback.

In practice

Where it shows up

  • Hotel field experiment (Goldstein, Cialdini & Griskevicius) · 2008

    Round

    The hotel towel study: “guests in this room”

    Experiment 1: 44.1% towel reuse with the descriptive norm vs 35.1% with the environmental appeal. Experiment 2: the same-room norm reached 49.3% vs 42.8% for the other norm messages combined, and the standard message 37.2%. Peer-reviewed field experiments.

    Start
    Case grade for the number: A. Evidence grade for the mechanism link: A.
  • Opower · 2014

    Round

    Opower: your energy use vs your neighbors'

    Average energy reduction of about 2.0% (1.4-3.3% across 12 utilities) in a randomized evaluation of 588,446 households; homes dropped after about two years still saved about 2% (Allcott & Rogers, American Economic Review, Oct 2014; via J-PAL). Oracle bought Opower in 2016 (~$532M).

    M3 ×Stay
    Case grade for the number: A. Evidence grade for the mechanism link: A.

Limits

What we don’t claim

Sources

  • Actionable Gamification · Yu-kai Chou

    Ch.9, p.201 · Ch.9, p.202 · Ch.9, p.203 · Ch.9, p.204 · Ch.9, p.205 · Ch.9, p.206

Source IDs: CD5

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

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