A growing trend in digital entertainment involves users placing orders for food or goods that never actually arrive, engaging with apps and websites that simulate online shopping or food delivery without any real transaction taking place. One notable example is FoodNeverComes, a platform that mimics a food delivery service but does not deliver any meals. Despite this, the app reports nearly one million “cravings satisfied,” highlighting its unexpected popularity.

These platforms fall under a category known as “dopamine apps” or “dopamine sites,” designed to trigger the brain’s reward system by simulating familiar online purchasing experiences. Originating in South Korea, the concept has since expanded internationally, with companies like Fenwick Holdings LLC in the United States developing similar sites such as Dopamine Shop, which offers a virtual shopping experience with no payment or delivery involved.

Users interact with these apps by browsing menus or virtual stores, selecting items, and placing orders—activities that activate dopamine-related neural pathways responsible for anticipation, choice, and confirmation. Unlike real transactions, however, the final consumption step is absent, leaving the experience purely virtual. This design taps into the motivational and reward aspects of dopamine, providing users with the psychological satisfaction of buying without actual exchange or receipt of goods.

The appeal resembles established behaviors such as creating wish lists, filling but then emptying shopping carts, or curating Pinterest boards featuring desired items or ideal environments. Some apps extend the concept beyond shopping and dining; for example, Virtual Smoke offers a simulated smoking experience intended to provide relaxation without health risks.

While the mental stimulation from these apps may provide harmless enjoyment, experts caution about potential unintended effects. Research in analogous fields such as social casino gaming suggests that simulated activities can sometimes act as "gateway behaviors," potentially increasing the likelihood of engagement in related real-world behaviors, such as gambling. Studies have documented that a significant proportion of social casino gamers later transition to real gambling, raising concerns about whether dopamine apps may influence behavioral patterns in comparable ways.

Additionally, although participation is free, users’ interactions with these apps generate valuable data for advertisers. The platforms commonly rely on advertising revenue, employing tracking technologies like browser cookies to monitor user preferences and browsing habits. This data collection enables targeted advertising, meaning users might receive ads related to their simulated orders or browsing behaviors in other online environments.

With the rise of dopamine-driven digital experiences, users are urged to be aware of both the psychological effects these apps may have and the marketing dynamics behind their operation. While the simulated nature of the activity removes the cost of purchase, it does not eliminate the influence of advertising or the potential impact on consumer behavior.