Task Completion

Play with difficulty in task-based collections

Collections are more valued when some items are hard to get. How can you build this into your community or learning systems?

Whether you have a set of complimentary products that can be collected, or a series of task-based badges that need to be unlocked to get a reward, consider restricting their supply and therefore adding in a little friction to the collecting process. Ensure not too scarce to disincentivise, but just enough to foster greater feelings of success.

Where can you explore scarce collections for especially-valued products or rewards, or to promote new product exploration?

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