Arcadette vs spin-to-win
Everyone has a wheel. Nobody shares one.
A spin-to-win popup is a coin flip with a logo on it. A skill game made from your own brand is something people play twice, screenshot, and send to a friend. Here is the honest comparison, including where a wheel is fine.
Archie’s game, live. Yours takes about a minute.
Skill, not chance
Players earn the code. A score they beat is a score they share, and a code they earned is a code they use.
Priced by plays, never impressions
Wheel apps meter page views or impressions, so you pay whether anyone plays. Arcadette plans are sized by plays, runs someone starts, and contacts are unlimited.
Contacts that are yours
Every contact lands in your dashboard with consent recorded, exports as a CSV, and goes straight to Klaviyo, Mailchimp, or any tool through a webhook. Arcadette never emails them.
Your codes, untouched
Paste codes you made where you sell, or connect your store and each winner gets a single-use code made there, on your terms. Nothing is guessed, and nothing needs reconciling.
| Spin-to-win popup | Arcadette | |
|---|---|---|
| Mechanic | Chance: spin, scratch, pick-a-box | Skill: a twenty-second run with your character, three reward tiers |
| What the brand shows up as | A logo on a template | The logo, the colors, the products, the voice |
| Why players share it | They don't; there is nothing to beat | A score to beat and a share card with the character |
| Pricing | About $6 to $110 a month, metered by page views or impressions, paid whether anyone plays | Free to make and share; on your site from $15 a month by plays, unlimited contacts |
| What is metered | Page views, impressions, or contacts | Plays only; contacts are unlimited on every plan |
| Discount codes | Generated by the app, often needing reconciliation | Your own codes: pasted in, or made in your store for each winner |
| Where contacts go | The app's list, then an export or an integration | Your dashboard and CSV, plus Klaviyo, Mailchimp, and webhooks |
| Placements | Popup | Popup, inline, and a hosted campaign page with a QR code |
| Mobile | Interstitial popups risk search penalties | Teaser pill on mobile that opens the game on tap |
| Time to live | Install an app, configure a wheel | Paste a URL; about a minute |
Standard discount popup
3 to 5%
of visitors convert
Gamified popup
8 to 15%
the published range; tuned campaigns report higher
When a wheel is fine
Honestly
if your brand has no character and no products worth drawing, a wheel converts too. Ours costs nothing until it does.
Questions
- Is a skill game harder for players?
- Fifteen seconds, one thumb, and the first tier is set where most players reach it. The point is that the code feels earned, not withheld.
- Can I run both?
- Sure. Many stores keep a wheel on one page and a game on another. After a week, compare the contacts each one brought in: Arcadette's dashboard shows plays, contacts, and contact rate for every game.
- What about people who just want the code?
- They can skip the game and still not get a code; the claim sheet appears only after a run. In practice most people play, because it is short and it is yours.
- Do you charge for plays?
- Plans are sized by plays, and only plays: a run someone chose to start. Impressions and popup opens never count, and contacts are unlimited on every plan.
Try it against your wheel.
Paste your store URL and put the game on one page for a week.