Evidence, not promises

What published game campaigns actually did

Three source-linked retail examples. They are useful inspiration for ecommerce mechanics, but not claims about results a dropshipping store will achieve.

Published case studies

Finland · department store

Sokos: games across the purchase journey

Reported by Playable

Playable says Sokos used a mix of drop games, personality tests, scratch cards, pop-ups, wheels and memory games. Its stated goals included helping customers find products, increasing conversion and newsletter sign-ups.

135%higher conversion rate versus site average
9.7%higher average order rate versus site average
51%subscriber-base increase from its wheel campaign

Practical pattern: use a short product-match quiz to make a choice easier, then let the result take the shopper directly to a relevant collection or bundle.

Source: Playable’s Sokos case study.

United States · restaurant loyalty app

Whataburger: actions earned more plays

Reported by CataBoom

CataBoom describes Whataburger’s “Score More” campaign as daily scratch-offs in its loyalty app. Completing challenges unlocked extra plays, with up to 17 possible plays a week.

11%increase in digital transactions
90knew active loyalty members
2.8M+additional plays through purchases and completed challenges

Practical pattern: the reward mechanic should encourage a valuable next action—such as completing a profile, visiting a collection, or making a repeat purchase—instead of rewarding play alone.

Source: CataBoom’s Whataburger case study.

Denmark · grocery retail

Coop: daily games and reward redemption

Reported by Playable

Playable reports that Coop Denmark ran a 24-day Christmas campaign using daily instant-win game formats including scratchcards, slot machines, spin-the-bottle and a wheel.

4.25Mgame plays in its 2023 Christmas games
500kprizes redeemed in a Coop store during Christmas
68%winners who redeemed a prize in a Coop store

Practical pattern: a calendar or daily-unlock experience can make a campaign returnable; use a mix of low-cost perks, product education and early access so the programme is not built on deep discounts.

Source: Playable’s Coop case study.

How we apply the evidence for a store

1

Name one outcome

Conversion, average order value, permission capture, or repeat purchase. A game should not try to optimise everything at once.

2

Match the mechanic

Quiz for choice confidence; bundle builder for complementary products; daily unlock for a reason to return.

3

Measure incrementality

Test against a non-game offer and track revenue, conversion, AOV, qualified permissions and reward redemption—not just plays.

See the mechanics as working demos

Each RyanFulfil demo ends in a commercial next step rather than leaving the shopper in a detached game.

Explore game demos