Disclosure first. I work at Claspo, we build on-site pop-ups and quizzes, a lot of them on Shopify. Everything below is aggregated across client tests, and I am not publishing per-client numbers the client has not published themselves.
For a long stretch we ranked opt-in widgets by opt-in rate. Wheel beat form, form beat banner, ship it, move on. Then we started reading revenue per session on the same tests, and some of the rankings flipped.
Quick note on the maths, because it is the whole reason the flip is possible. The split runs at session level, revenue per session is arm revenue over arm sessions, and opt-in rate comes out of that same denominator. That is what lets a widget collecting fewer addresses win the comparison.
Gamification wins the opt-in comparison almost every run we have logged, spin-to-win and scratch cards both. People like the animation, they spin, the address goes in, and the list grows on a schedule you can promise a client.
Product-finder quizzes collected fewer addresses per session and in several niches came out ahead on revenue per session anyway, which took a few tests to believe. Two stores in the same niche, comparable traffic, the same two widget types, opposite winners. So the quiz result is a thing that happened in our data, and it predicted nothing about the store one niche over.
Push opt-in rate up while AOV slides and you have run a winning test that pays you less money. Same story with repeat purchase rate, except that one surfaces a quarter later, when nobody is checking the widget report anymore.
The mechanism is still a hypothesis for me. A wheel plausibly pulls in discount hunters who redeem once and go quiet, while a couple of questions about what someone is actually shopping for filter for people mid-purchase and hand you zero-party data for the flows afterwards. I see the pattern in aggregate. Why it happens, I cannot prove.
One more thing we got wrong at Claspo for a long time, and it is cheap to fix. We measured a widget against the store’s own baseline instead of against what that class of widget normally does. On one UK garden store a wheel hit 3.8% against a 1.64% baseline, which reads as a clear win until you check that wheels average just under 9% opt-in in ecommerce. Same number, opposite conclusion. Swapping the mechanic class took that store to 21.3%, and polishing the wheel would never have got there.
So, what do you rank email capture against on your store, opt-in rate, first-order revenue, or LTV? And if you have had a gamified pop-up running for over a year, did those signups hold up?