Flag

We stand with Ukraine and our team members from Ukraine. Here are ways you can help

Get exclusive access to thought-provoking articles, bonus podcast content, and cutting-edge whitepapers. Become a member of the UX Magazine community today!

Home ›› Analytics and Tracking ›› Bingewatch Culture: Netflix, UX and the slow demise of moderation

Bingewatch Culture: Netflix, UX and the slow demise of moderation

by Kriti Krishan
7 min read
Share this post on
Tweet
Share
Post
Share
Email
Print

Save

Bingewatch_Slider

As it stands today, consumption of content is at an all-time high, and it’s on its way upwards.


Infant Netflix: A story


Why you have to watch that new season in one day flat

Binge watching definition
Netflix’s game
Genre algorithm

… or cast

Cast algorithm
The User Experience game
Stranger Things
Post play interference
Your psychology’s game

The risk


post authorKriti Krishan

Kriti Krishan

Kriti is a UX designer from Mumbai. Psychologist by education, reader & writer by passion, she loves to explore ideas within the intersection of design, business and the human experience.

Tweet
Share
Post
Share
Email
Print

Related Articles

Find out why slapping badges and points into your app doesn’t work and what six principles from real game design actually drive long-term engagement.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution
  • The piece argues that gamification fails when game aesthetics are borrowed, but game logic is not. Real game designers use six principles to bring real engagement: authentic mastery, meaningful choice, flow-calibrated challenge, rewarded exploration, self-expressed identity, and real social interdependence. The fix isn’t more mechanics; it’s making the experience itself worth repeating.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 2: The Solution
5 min read

Learn how one product designer built a faster, sharper workflow where AI does the scaffolding, judgment owns the outcome, and nothing ships without a traceable why.

Article by Pavel Bukengolts
The Spiral Climbs: Ideas Are Expensive, Systems Are Cheap
  • The piece explores that design is no longer about designing screens but owning systems, bets, and outcomes. But the core judgment, empathy, and research are irreplaceable. I chain Miro, Figma, VS Code, GitHub, and Jira into one traceable loop from idea to learning. AI takes on the exploration and scaffolding. People own architecture, security, and accountability. A 48-hour operating cadence of small, measurable bets, linked artifacts, and documented decisions keeps speed honest.
Share:The Spiral Climbs: Ideas Are Expensive, Systems Are Cheap
6 min read

Discover why the points, badges, and streaks in your favorite apps aren’t really gamification.

Article by Montgomery Singman
Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem
  • The piece claims that most apps misuse gamification, copying superficial mechanics like points and badges that trick rather than motivate people, and that the experience itself is what truly drives engagement, just like good games do.
Share:Gamification 2.0. Beyond Points and Badges: Designing for Players, Not Metrics. Chapter 1: The Problem
4 min read

Join the UX Magazine community!

Stay informed with exclusive content on the intersection of UX, AI agents, and agentic automation—essential reading for future-focused professionals.

Hello!

You're officially a member of the UX Magazine Community.
We're excited to have you with us!

Thank you!

To begin viewing member content, please verify your email.

Get Paid to Test AI Products

Earn an average of $100 per test by reviewing AI-first product experiences and sharing your feedback.

    Tell us about you. Enroll in the course.

      This website uses cookies to ensure you get the best experience on our website. Check our privacy policy and