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04 / MISSIONS & GAMIFICATION

Missions that earned the right to scale

Consumer gaming · missions, progression and repeat engagement

Missions connected useful actions with visible progress and rewards. Experiments helped identify which journeys improved adoption and retention, and which needed revision before scaling.

+32.4%Game category adoption via game-specific missions experiment
+8.4%D7 retention improvement for game missions journey of new users
~1 millionUsers engaged with missions every month
>5%Users completing more than one mission in a month

Objective

  • Build useful participation and retention through relevant goals.
  • Make progress and rewards easy to discover and use.

Users

  • New and existing users at different stages of engagement.
  • Players exploring a game category or building a repeat-use habit.

Initiatives

  • Tailor missions and rewards to user needs.
  • Connect category discovery, repeat play and referrals with meaningful progress.
  • Improve mission discovery and reward claiming.

Implementation

  • Compare journeys through controlled experiments.
  • Missions for new users to play tournaments and for users to make referrals were scaled 200% within D30.
  • Refresh goals and simplify claiming as the experience expands.

Decisions & trade-offs

  • Evaluate retention and reward economics alongside completion.
  • Revise journeys where higher activity does not create sustainable value.
  • Keep goals achievable and relevant to avoid fatigue.

Impact

  • 32.4% improvement in game category adoption via game-specific missions.
  • 8.4% D7 retention improvement for the game missions journey of new users.
  • About 1 million users engaged with missions every month; more than 5% completed more than one mission in a month.

Measurement notes

Adoption and D7 retention are experiment outcomes. Monthly engagement and completion describe usage at scale.