How the Addiction Model Fuels Habit‑Forming Products – A Deep Dive

This article explains the four‑stage addiction model—trigger, action, variable reward, and investment—showing how it shapes habit‑forming products and illustrating its application with a detailed analysis of the game Animal Crossing: New Horizons.

58UXD
58UXD
58UXD
How the Addiction Model Fuels Habit‑Forming Products – A Deep Dive

What Is the Addiction Model?

The addiction (or habit) model consists of four parts—trigger, action, reward, and investment—and helps designers create products that encourage repeat usage.

Habit illustration
Habit illustration

Four Steps of the Model

Trigger : a cue that reminds users to take the next step.

Action : a simple behavior; the B=MAT formula (Behavior = Motivation × Ability × Trigger) shows that sufficient motivation, ability, and a trigger are required.

Variable Reward : rewards that satisfy user needs and keep them engaged. They fall into three categories:

Social reward – interpersonal benefits from interacting with others.

Treasure reward – concrete resources or information gained.

Self reward – feelings of control, achievement, or completion.

Investment : user effort or resources put into the product, creating a sunk‑cost effect that encourages continued use.

Addiction model diagram
Addiction model diagram

Product Analysis: Animal Crossing: New Horizons

Since the pandemic, the game "Animal Crossing: New Horizons" ("动森") has become a cultural phenomenon, turning casual curiosity into deep engagement.

Trigger : external cues such as social sharing and word‑of‑mouth, plus internal cues like the desire to showcase a personalized island.

Action : purchasing a Switch, buying the game, creating a unique avatar and island name, and completing quests and achievements that drive ongoing play.

Variable Reward :

Social reward – inviting friends to visit islands, exchanging items.

Treasure reward – expanding house size, acquiring rare items, earning in‑game currency.

Self reward – personal achievement, sharing screenshots, and expressing creativity.

Investment : players invest time building their islands, inviting more friends, and sharing their progress, which deepens attachment and restarts the addiction loop.

Animal Crossing example
Animal Crossing example

Conclusion

Designing a successful product requires more than appealing visuals and interactions; it demands a solid theoretical foundation—such as the addiction model—to shape user habits and sustain long‑term engagement.

Product design illustration
Product design illustration
Final diagram
Final diagram
user engagementProduct Designgame analysisbehavioral psychologyhabit formationaddiction model
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58.com User Experience Design Center

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