For those who haven't dug into Panini's NFT marketplace (BETA), its worth watching. We all likely collected cards early in our youth where we collected a set (for me the Bears 1985 team). At the end, all we got was satisfaction of completing it. Gaming has built up a big industry around player motivations, of which, one of the biggest is "Achievement", which is completing tasks. Game designers motivated this by offering a 'chase' item that can only be gained by completing a certain of tasks. More sophisticated systems have crafting, sending players on multiple engagement loops (battling, collecting, doing tasks) to play off this motivation of completing tasks for a prized reward. Some systems in games I've been a part of would cost players thousands of dollars and n weeks.
I've always viewed modern collectibles as a prime playground to unleash gamification systems. For example, Go do a break, get x. Take x, go grade at PSA and depending on grade value, get y, or z. Take y or z to be eligible for a new break. Along the way, each action rewards with a unique currency to be used for engagement rewards or monetary rewards, all reinforcing the core loop (see image I created for a basic example of a core loop for crafting).
My point is, Panini is testing out some basic quests and crafting events that are pushing the industry towards this gamification, which I think will unleash substantial LTV unlock. This is on web3 largely since it eliminates the friction of physical which is a huge barrier, but one if done right can be turned into an asset.
I started to do a typical PM tear down, but then stopped. The friction points of adding to your wallet essentially would see your retention drop to d7 = 0%. These friction points (loading wallet, etc) will be solved in due time, but I wonder if there is something that can be done with existing infrastructure of collectibles.
But for now, check out Panini NFT marketplace.