Retail has the cleanest fit of any non-gaming vertical, because the decision a shopper makes is already a game mechanic: choose items, watch a total move, get to a threshold.
The basket mechanic
Give the player a budget or a free-delivery threshold and a shelf of real products. They tap to add, the total updates, and the end card resolves into a bundle price or a delivery unlock. Fifteen seconds, one finger, no instruction needed.
Use real SKUs with real prices. A generic 'product' tile teaches you nothing and reads as a demo. Actual items turn the unit into a merchandising test that happens to also be an advertisement.
The data you get back
- Which products get added first — a first-touch preference signal at media scale.
- Which combinations recur — bundles the audience assembles without being prompted.
- Threshold behaviour — whether people stop at the minimum or keep filling, which is a pricing answer.
How retail units fail
- Too many items on the shelf. Six is legible on a phone at arm's length; twelve is a menu.
- A total that does not move visibly on every tap. The feedback is the reward.
- An end card that shows a discount the campaign cannot honour. Invented offers are the fastest way to a rejection and a support queue.
Catch the offers, as the alternative
Where the catalogue is too broad for a shelf — grocery, marketplaces, delivery — a catching mechanic works better. Items fall, the player collects, the basket resolves into a discount at the end. Completion rates are high because the mechanic is understood instantly, and the collected-item mix still carries preference data.
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Keep going
- Craft
Eight mechanics for brands that don't sell games
Baskets, sliders, matches, reveals. Each one maps to a decision the customer already makes, and each one tells you something when they make it.
- Vertical
Playable ads for fintech and subscriptions
Sliders, scratch cards and the compliance sentences you cannot touch. What works when the product is a number and a promise.
- Measurement
Reading playable ad metrics without fooling yourself
Start rate, completion, time to first interaction, choice distribution and CTR — what each one diagnoses, and the order to read them in.