Reward use and return visits

adidas adiClub: the useful result comes after earning the reward

An editorial analysis of a public campaign, not a Tapmello customer case study.

Earning a reward and using it are different moments. A promotion can look busy on the first screen while doing little for the customer afterward. The useful question in this adidas case is what happened beyond the game.

See the example for your business

reveal an accessory offer for the next purchase.

Conceptual illustration of a phone with a miniature football pitch, ball and goal beside a bowl of plain gold tokens; not the original adidas game.
Concept illustration created with AI. Not a screenshot of the original campaign.

For a small business, the equivalent is a saved offer that is easy to understand and practical to redeem on the next visit.

In this case study
  1. Reported figures
  2. A reward has to survive the results screen
  3. Keep the action, progress and offer connected
  4. Used points are not the same as money spent
  5. Three questions to answer before launch
  6. An example for an independent sports shop
  7. The participant journey
  8. Make the next accessory offer easy to use
  9. Sources

Reported figures

Campaign period: Mexico · World Cup 2026

40%

Of winners used points

During the campaign, reported by Playable. The denominator is winners, not all players. [1]

15×

Points used versus awarded

A ratio of redeemed points to game-earned points, not an increase in sales. [1]

A reward has to survive the results screen

Playable’s Mexico campaign began on June 11, 2026: adiClub members played football penalties in the app and earned points for three goals from five shots. [1]

Our interpretation is that this gives the case two separate questions. Did someone want to play? And did the reward become useful enough to act on? A marketer should answer both before describing participation as customer retention.

The distinction applies without a large membership programme. A florist can hand out many next-bouquet codes, yet few customers may remember what they cover. A car wash may receive enthusiastic game responses while staff remain unsure which service qualifies. The reward journey deserves as much attention as the game.

Keep the action, progress and offer connected

Football provides a readily understood action: aim, attempt and see a result. Our design lesson is to make the rule clear before the customer invests effort. A newcomer should know what success looks like and what becomes available afterward.

For a small promotion, complexity is usually a cost to examine. More reward tiers mean more conditions to explain. A customer should not need to understand a loyalty economy merely to see which purchase receives a small extra. One clear offer can be enough for a first test.

Choose a difficulty that fits the invitation. If you promise a friendly activity to an existing customer, do not make the useful reward depend on an expert performance. The game can create a moment of achievement while the commercial terms remain visible and fixed.

Used points are not the same as money spent

The case reports roughly 10 million points earned and almost 150 million used. [1]

The ratio compares two types of points movement. It is not a comparison with sales before the campaign. Existing balances can matter, so the calculation cannot show how many profitable orders the game created. The share of winners who used points also cannot be applied to every participant.

Treat this as evidence of reported reward activity. We do not use the supplier’s ROI headline because its calculation and attribution are not provided. To estimate your own return, you need real costs and purchase records, plus a reasonable comparison for what would have happened without the offer.

Three questions to answer before launch

Our recommended planning order starts at the service desk. Once the team can fulfil the offer consistently, work backward to the invitation and the game.

  • What exactly is the extra? Name the item or discount. “10% off one eligible full-price accessory on your next purchase” gives the customer more to work with than “a surprise bonus.”
  • When does it make sense to return? Choose a validity period that fits the buying cycle. An urgent deadline cannot make someone need another pair of shoes immediately. Consider a useful accessory and a natural reason for its purchase.
  • How will the employee verify it? Put the eligible purchase, expiry and unused code into the handover. A screenshot can help a customer remember the offer, but staff must check the live code before supplying it.

An example for an independent sports shop

After a shoe purchase, put a QR invitation inside the bag: “Uncover your next offer and save 10% on one eligible full-price accessory.” The customer can play at home and keep the code for a useful later purchase. Clearly separate the future offer from the shoes already paid for.

This is our small-business adaptation. A short Reveal game uncovers your product image and unlocks a fixed offer. There is no random prize draw and no accumulated points balance to manage. Name the eligible range, participating location, reward stock and deadline before the customer plays.

For a first pilot, budget $25 for one published game for a calendar month, discounts actually used, printing and counter time. A redeemed code establishes that someone used the promotion; attach the receipt to understand the associated purchase. Include the discount cost when examining that order’s margin.

Then ask a harder question: did the offer influence where or when the customer returned? A short voluntary question at redemption can provide context, though self-report is not proof. Compare similar operating periods and consider seasonality, new stock and simultaneous discounts before claiming a sales effect.

If many people claim but few redeem, inspect the promise before increasing the discount. The eligible range may be unclear, the deadline impractical or the item unavailable. Those are different problems from an uninteresting game, and each needs its own change.

The participant journey

  1. 1. Play

    A football challenge gives the activity a clear goal.

  2. 2. Earn

    Successful play adds reward points.

  3. 3. Use

    The next question is whether the reward is used.

An idea for your campaign

Make the next accessory offer easy to use

The prepared Tapmello retail campaign uses Reveal and a fixed next-purchase offer. Your customer does not need a player account.

Open the demo game
UNWRAP YOUR NEXT VISITSAMPLE · NO REAL PRIZES

Wipe or tap the covered tiles. Reveal 80% for 80 points and save an accessory offer for your next purchase. Up to 45 seconds.

A ready starting point: artwork, game and example offer. Change the brand, reward, stock, conditions and score before publishing. Replace any image.

Create my next-purchase campaign

Free to customize. $25 publishes one game for one calendar month.

How to run the campaign

  1. Open the retail Reveal template The sample round allows up to 45 seconds to uncover at least 80% of the image. The offer is 10% off one eligible full-price accessory on the next purchase.
  2. Check the offer and its cost Replace the example if needed. Review eligible products, location, stock and validity. The starting campaign uses a 45-day code period; choose terms your team can honour.
  3. Rehearse a real handover Test the game with staff, open the published QR on a phone and practise checking a code against an eligible accessory. Redeem it before applying the discount.

What to measure

Separate game starts, claims and redeemed codes. Record the associated purchase and discount cost. Neither a saved code nor repeated play is a repeat purchase.

Tapmello supplies the browser game and reward-code workflow. This adaptation does not recreate adiClub balances or integrate a football game, payment terminal or retail checkout.

Retail next-purchase campaign

Sources

  1. adidas LAM — adiClub campaignPlayableSupplier report with an adidas membership director’s comment. Publication and exact end date are unstated.