Blog

The shop moves into the app, and can I have it ends

The reward shop is a list of rewards a parent has already priced, in credits, that a child can browse and ask for whenever they want. Asking is not the same as getting: a redemption goes into your approvals queue exactly like a finished task, and nothing is spent until you tap approve.

25

Credits for the starter reward: Ice cream treat

60

Credits for Movie night

150

Credits for Pick a new toy

The problem

"Can I have it?" in every shop

"Can I have it?" in every shop is one of the eight problems on Reward Study's own onboarding screen, and it names a specific, repeatable moment: standing in an aisle, a queue behind you, negotiating a price and a reason on the spot, with no time to think it through.

The reward shop moves that decision out of the aisle and back to the kitchen table, before anyone is standing in a queue. You decide once, at home, what an ice cream costs in credits, what a movie night costs, what a new toy costs. The negotiation, if there is one, happens on your terms and your schedule, not the store's.

That does not make the wanting go away, and it is not meant to. It gives the wanting a place to live that is not a public aisle: a child can ask for something the moment it occurs to them, at home, on their own screen, and get an answer that is a price and a balance rather than a flat no delivered in front of strangers.

The child's side

No visible link between effort and the thing they want

Without a shop, the connection between doing the reading and getting the thing is invisible. A child does the work because they were told to, and a reward, if it arrives, arrives as a separate decision a parent made afterward, disconnected from anything the child could see coming.

With a shop, the connection is on screen the whole time. A child can see their balance and see exactly what a reward costs before doing a single task, and can watch the gap between the two shrink as tasks get approved. Wanting a reward becomes a reason to do the next task, not a separate ask made cold.

It also removes the guesswork from the other direction. A parent no longer has to invent a number on the spot when a child asks whether some new want is affordable this week; the balance and the price are both already sitting on the same screen, and the answer is arithmetic rather than a judgment call made under pressure.

The mechanism

Priced by a parent, spent by a child, approved either way

Every household starts with three rewards already seeded, priced as a starting point rather than a rule a parent has to follow: an ice cream treat at 25 credits, movie night at 60, picking a new toy at 150. A parent can edit those prices, delete them, or add entirely new rewards with a price of their own choosing.

A child taps a reward to ask for it. That request lands in the same approvals queue a finished task lands in, and nothing is deducted from the balance until a parent approves the redemption. A reward can be rejected the same way a task can, with a note attached explaining why, and an approved redemption can be undone if it was a mistake.

Routing a redemption through the same queue as a task is not an accident of the interface. It means a parent never has to remember, at the moment a child asks for something, whether that particular request was already agreed to somewhere else. The balance and the price are both sitting on screen already, so the only decision left to make is yes or not yet.

Going further

The Reward Ideas add-on, for the blank-shop problem

Three starter rewards are enough to open the shop, not enough to run it for a year. The Reward Ideas add-on is a one-time $1.99 purchase that adds 50 ready-made reward ideas with suggested prices, across six categories.

  • Privileges: 10 ideas
  • Outings: 10 ideas
  • Things: 10 ideas
  • Treats: 8 ideas
  • Screen: 8 ideas
  • Money: 4 ideas

Suggested costs across the pack run from 10 credits to 500. The full list is browsable inside the app without buying it first, on purpose: seeing what is in the pack is what actually sells it, and a parent who does not want to pay $1.99 can still write every one of those fifty rewards in by hand for free.

What the research says

Does earning tokens for behavior actually work?

A reward shop is a token economy with a nicer name: credits earned for one behavior, redeemed for another thing entirely. Soares, Harrison, Vannest and McClelland reviewed 28 classroom studies of exactly that structure and found a strong effect from earning tokens for good behavior, slightly stronger for ages 6 to 15 (Soares, Harrison, Vannest & McClelland, 2016, School Psychology Review).

That finding is about token economies as a category, run in classrooms, not about Reward Study's shop specifically: these studies looked at the approach, not at this app. Reading it alongside the credit side of the system, covered in the tasks post, is worth doing before assuming the shop is the interesting half and the earning is just the plumbing that feeds it.

Where this fits

The shop is the other half of the system

The shop only means something once there are credits to spend in it, which is the side covered in how a task turns into credits. Rewards a child can spend on is one of the five things Pro actually buys; see pricing for the $7.99 monthly, $39.99 yearly with a 14-day trial, or $99.99 lifetime options, and for what stays available if a subscription lapses.

A lapsed subscription does not empty the shop. Rewards already created stay visible and stay readable, the same as tasks do, so a household that stops paying does not lose the pricing work it already put in. What stops is adding anything new, until the subscription starts again.

Price the reward at home, before the store gets a vote.

Download on the App Store

iPhone, iPad and Apple TV. Requires iOS 17 or later.
Free for 14 days, then $39.99 a year.