Persuasive App Design and its Impact on Children: Rethinking Responsibility

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Persuasive App Design and its Impact on Children: Rethinking Responsibility

We’ve all seen it, or lived it. A young child is melting down over wanting “just one more minute” with their tablet. Often, all eyes turn to the parent, silently blaming them for a lack of discipline or control. But is that really what’s happening? Is this behavior simply a part of normal child development, or is it shaped, at least in part, by how the app itself is designed?

A compelling new study by Mallawaarachchi et al. (2025) (full text here) argues it’s not an either/or — it’s both. Their research shows how a child’s self-regulation abilities interact with persuasive app design (PD) to influence how easily (or not) the child can disengage from digital play. 

I heard Dr. Mallawaarachchi present this research at the 2025 Digital Media and Developing Minds International Congress last month, and I was intrigued. “Not all children use screens in the same way,” Dr. Mallawaarachchi explained to me during a recent phone call, “but also screens don’t affect all children the same way.” She noted that some children may come to the experience with a kind of differential susceptibility, meaning their temperament, developmental stage, or disposition might make them more likely to get ‘stuck’ in an app.

As a researcher who helps tech companies do better for children, this interplay between a child’s self-regulation and persuasive design really spoke to me. It reinforced why developmental expertise needs to be present at all stages of design, to ensure that products are not only engaging but also developmentally appropriate.

What is Persuasive App Design?

Persuasive design (PD) refers to features in digital apps or games that are intentionally created to keep users (in this case, children) engaged for longer. These features are intended to capture and hold the user’s attention and make it hard to stop. 

Common examples of PD in children’s apps include:

  • Rewards: Getting virtual coins, new characters, or access to new levels as part of the game experience.
  • Main character pressure: The character might frown or look sad if a child stops playing or makes a certain choice.
  • Locked features tied to in-app purchases: Making certain options of the game only available through payment, prompting children to ask for more time or money to continue playing.
  • Pop-up suggestions for other games: Distractions that encourage children to try an app that is similar to what they are already playing.
  • Autoplay or countdown timers: Creating urgency and discouraging natural stopping points.

While some of these features can enhance gameplay and support learning, they are often used to maximize engagement and revenue, sometimes at the expense of child well-being. Mallawaarachchi emphasized that PD is a continuum of features. ”Of course you want it to promote engagement, but if it’s coming at the cost of the users’ agency, if it’s coming at the fact that you don’t have the freedom to choose what to do, and if it’s coming at the cost of the users’ well-being, to me, that’s deceptive.”

The Study in a Nutshell

Mallawaarachchi et al. looked at how persuasive app design (PD) and children’s self-regulation interact to affect their ability to stop playing a tablet game. Self-regulation is a child’s ability to control their attention, emotions, thoughts, and behaviors, even when faced with distractions or impulses. This skill is what helps a child stop a fun game when dinner is ready, or transition calmly from digital play to another activity. This ability develops throughout early childhood and varies among children.

In the experimental study, 3- to 5-year-old children played one of three apps with similar content, each with low, moderate, or high PD. They also considered each child’s own self-regulation score as assessed by two different standardized measures. 

Study Findings

  • Children liked the apps equally, regardless of the number of persuasive design features. This means that app designers don’t need to rely on manipulative features to make apps enjoyable to children.
  • Children with high self-regulation could disengage from any app consistently, regardless of whether the app employed low, moderate, or high PD.
  • Children with low self-regulation disengaged more easily from low-PD apps, but took significantly longer and needed more support when using apps with moderate or high persuasive design.

“If persuasive features override a child’s available strategies and capacities,” Dr. Mallawaarachchi said, “then the child is no longer in control.”

Why it Matters

This study offers key takeaways for both parents and developers. It shows that:

  • Children aren’t drawn to high-PD apps because they’re more fun. They’re drawn in because of design tricks that make stopping harder.
  • App design interacts with a child’s developmental abilities, meaning some children are more vulnerable to persuasive features.
  • The design of the app and the child’s readiness to engage with it are equally important.

The study reveals that persuasive app design doesn’t make apps more appealing, they just make them harder to leave. This knowledge can empower caregivers to make more informed choices about the apps their children use. But it also makes one thing clear: parents shouldn’t have to shoulder this burden alone. Dr. Mallawaarachchi agrees. “One of our key overarching goals in all things we do is really to remove that burden and responsibility from parents and to move it at least a bit more towards other stakeholders like tech companies, their policies, and also the government.”

Shifting Responsibility

I also believe it’s time for a fundamental shift in responsibility. Just as the Children’s Television Act of 1990 rightly restricted character-based advertising during children’s programming, we need similar protections for children in digital spaces today. That means there’s no excuse for developers to keep relying on manipulative features under the guise of “fun.”

If we want a healthier digital world for all children, we can’t just focus on screen limits; we must also focus on screen design. We need to ensure that tech companies are equipped and motivated to do better. This is where my role, sitting at the intersection of developmental research and tech industry practice, becomes especially important. I work with companies that want to do the right thing, but need research-based guidance to get there. I see my job as translating important studies like this into practical insights that help teams design responsibly, before regulation forces them to change.

We also need the voice of children in the design process. I have spoken with hundreds of children in my work. Their opinions, experiences, and ideas are valuable contributions to the development of content made for them and their peers. It’s important that we not only design for them, but with them. Including children in the design process helps ensure the products we build reflect their actual needs, not just assumptions.

To have a real impact, we need:

  • Clearer regulations that limit how many and what kinds of persuasive design elements can appear in apps for children.
  • Industry standards that prioritize developmental needs over monetization, ensuring children’s well-being comes first..
  • Public investment in high-quality digital media for children, setting a higher standard for content development. This investment would demonstrate that it is possible to create engaging, ethical, developmentally-appropriate content to meet children’s needs.
  • Incorporating children’s voices and input from developmental experts to guide tech companies in creating better, more ethical products for young users.

It’s time to stop expecting parents to fight the screen time battles alone. It’s time to design better, together.

By Allison Caplovitz, Director of Content Research and Evaluation.