Online shopping has removed almost every useful moment of friction. TikTok shows you the product, Apple Pay remembers your card and Buy Now, Pay Later makes a €200 purchase feel like four harmless €50 decisions. One minute you are watching a skincare routine; the next you are tracking a parcel containing a red-light mask you will use twice.
This is not a tiny fringe behaviour. A meta-analysis estimated compulsive buying affects 4.9% of adults - roughly one in twenty - with higher rates among university students. Meanwhile, 15% of US adults used Buy Now, Pay Later in 2024, and almost one-quarter of those users made a late payment. For 58%, BNPL was the only way they could afford the purchase.
The tools trying to help arrive too late. Budgeting apps record the transaction after the money is gone. Banking alerts tell you that you spent €84 at Zara, which is useful if you have recently suffered amnesia. Shopping blockers add friction, but they do not replace the small reward users get from buying something.
Here is the opportunity: make resisting a purchase feel better than completing one.
A mobile game for completing no-buy and low-buy challenges. Users protect a limited number of hearts, defeat tempting purchases and build a visible “money rescued” score.
The product should feel more like Duolingo than a spreadsheet. The user is not logging every transaction. They open it during the exact moment when they are deciding whether to buy.
Market and behaviour
Unit economics