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Set limits for a valuable content

Set limits for a valuable content Bad Practice
Set limits for a valuable content Best Practice

The concept of magnetic caps in gamification means limiting how many times users can do a specific action to make them want to do it more. This uses the idea that people value things more when they are scarce. When something is limited, people try harder to reach that limit compared to when it's freely available.[1] For example, if an e-learning site offers unlimited access to tutorials, users might only watch a few. But if access is capped at 5 tutorials per week, users are more likely to watch all five. This motivates users to engage more with the content.

Here are some implementation tips:

  • Create a sense of value: Set limits on valuable actions to make them feel more special. For example, limit the number of free resources or features available daily or weekly.
  • Reward progress: Allow users to earn higher caps through achievements or milestones. This encourages continuous engagement and effort.
  • Balance the cap: Ensure the cap isn't too restrictive. It should motivate users without causing frustration. Test different limits to find the optimal balance.

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