„Play a Match? “: Dating-Apps as Videogames: Cheating with ThirdParty Auto-Likers for Tinder Eduardo Esqueche Larrabure* *University of Siegen ABSTRACT: Tinder is currently one of the most used mobile dating apps, with an average number of 50 million users, 10 million of those daily active. This application resides on a swiping practice in order to engage in matches and consequently conversations, where users can upload pictures of themselves, enter biographic text, express their interests and link their Tinder account with other platforms such as Spotify or Instagram for better online authenticity. For users wanting to enjoy Tinder without swiping limitations and other features, a paid version of tinder is available for that purpose. Nevertheless, third-party apps for Tinder, such as auto-likers, are found online and in the web which offer automatic swiping and messaging, profile filtering and geo-location change instead of Tinder subscriptions. From a gamified perspective on Tinder, such apps could be considered as cheats since they resemble videogame cheating methods and practices such as glitches, codes and code enhancements, which is this research’s main hypothesis. Employing Light et al.’s Walkthrough Method on Tinder with Bucher & Helmond’s platform-sensible approach on apps, along with a conceptualization of Tinder as a game using Chou’s Octalysis framework, and relying on videogame cheating investigations in single and multiplayer contexts, I conclude that auto-likers are employed as a way of reaching matches and engaging into conversations faster than with regular Tinder use, profiling them as an unfair advantage but as a support for users lacking success on Tinder, as they resemble video game cheats. Insofar, Tinder can be seen as a videogame due to the presence of autolikers resembling videogame cheating which are a structural component of videogames. This research proposes academic research on auto-likers and its relation to the official platform and users, as well as the consideration of empiric data such as auto-liker users’ testimonies for further research.
Keywords: Tinder, auto liker, videogame, cheat, gamification
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