#atom

Presenting contrasting options to influence user decision-making and motivation

Core Idea: Anchored Juxtaposition presents users with two distinct paths to obtain a reward: one requiring significant effort/time and another requiring monetary payment, creating a value comparison that often leads to both actions.

Key Elements

Implementation Patterns

  1. Pay vs. play: "Pay $20 now or complete these numerous actions"
  2. Grind vs. purchase: Gaming mechanics where items can be earned slowly or bought instantly
  3. Share vs. subscribe: "Invite friends to unlock or pay for immediate access"
  4. Wait vs. accelerate: "Wait 24 hours or pay to continue immediately"

Psychological Mechanisms

Business Examples

Design Considerations

Additional Connections

References

  1. Chou, Yu-kai. "Actionable Gamification: Beyond Points, Badges, and Leaderboards."
  2. Thaler, Richard H., and Cass R. Sunstein. "Nudge: Improving Decisions About Health, Wealth, and Happiness."

#decision-design #monetization #gamification #behavioral-economics

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