← Back into the Game

Leaderboards: Motivating or Stressful?

We all want to be the best. But when you open an app and see the "Top User" has 10,000,000 XP and you have 50, do you feel inspired? No. You feel defeated.

The Problem with Global Rankings

In the early days of gamification, every app had a global leaderboard. This failed because of the "Whale Problem" – users who play 24/7 (or cheat) inevitably dominate, making success impossible for normal people. If winning is impossible, people stop playing.

The Solution: Leagues & Seasons

Modern games (and apps like Duolingo) use "Cohorts." You aren't competing against the world. You are competing against 30 people who started the same week as you. This is the "Goldilocks Zone" of competition: Hard enough to be exciting, easy enough to be possible.

Healthy vs. Toxic Competition

Toxic Competition: Competing based on subjective metrics ("Who wrote the most words?"). This encourages low-quality spam.

Healthy Competition: Competing based on verified effort ("Who focused for the most minutes?"). MainQuest focuses on the latter. The "Focus Time" leaderboard rewards verified deep work, not just ticking boxes.

Frequently Asked Questions

Do leaderboards actually help productivity?

For competitive personality types (approx 30% of users), yes. They provide a status-based dopamine reward. For others, especially those with anxiety, "Global Leaderboards" can be demotivating if the top ranks feel unreachable.

What is a "League System" in habit tracking?

A League System (like Duolingo's) groups you with ~30 people of similar skill level. This ensures you always have a fair chance to win, preventing the demotivation of competing against the top 0.1%.

How does MainQuest handle competition?

MainQuest focuses on "Focus Time" leaderboards rather than "Habit Count" to prevent cheating. It also resets weekly, giving everyone a fresh start every Monday to climb the ranks.

Claim Your Throne

Can you reach the top of the Weekly Focus Board?

Compete Now