Games For Other Purposes
Games For Other Purposes concerns game-like progression, rewards, or challenges coupled to a non-game task in a way that redirects or sustains engagement. The thesis assigns it to Engagement Exploitation and narrows the entry to observable task dependence, visual dominance, or reward framing rather than treating all gamification as deceptive.

1
Game Layer Coupled to a Non-Game Task
Condition 1: Game Layer Coupled to a Non-Game Task
Given
To identify a game layer applied for another purpose, let be the inspected interface and the points, levels, quests, lives, challenges, or progression state rendered within it. is TRUE when those game-like elements are observable in the interface, while denotes the declared task context. Let be the set of task purposes whose primary activity is an entertainment game, and let be the observable task-action set. is TRUE when the game layer controls, gates, or structures a non-game action, and records an observable change in game progress after that action. Game-like decoration or voluntary rewards that are not coupled to the non-game task do not satisfy this condition.
2
Visual Dominance of Repurposed Game Mechanics
Condition 2: Visual Dominance of Repurposed Game Mechanics
Given
To compare the visual prominence of the repurposed game layer with the underlying task, let be the visible game-like node set and the ordinary task controls or information in the same capture. Let be the sum of rendered bounding-box areas, the visible viewport area, and a declared visual-weight measure based on selected observable features such as area, contrast, typographic prominence, or overlay placement. The positive-area guards prevent undefined ratios. The condition is present when the game layer exceeds the declared salience fraction and its measured visual weight exceeds times the task layer's weight. The comparison does not infer distraction, attention, or intentional concealment.
3
Reward Framing of Non-Game Compliance
Condition 3: Reward Framing of Non-Game Compliance
Given
To identify reward framing of ordinary task compliance, let be the visible text surrounding the non-game action, a declared lexicon containing terms such as ``level up,'' ``badge,'' ``streak,'' ``challenge,'' and ``unlock,'' and the associated reward or progression state. requires the task to be explicitly described using game-advancement language. and are the observed access outcomes with and without the required reward state, respectively. The condition therefore requires an observable dependency between game reward and non-game access or completion; game-themed wording or voluntary, non-blocking rewards alone are insufficient.