Rewards Shop
Reward Shop and Purchase Feed
The Reward Shop is the in-site store where users can exchange their accumulated Tokens for digital or physical items. Items can range from Bonus Offers, Free Spins, Boosters to physical products such as TVs, iPhones, Apple watches, etc. The items, price and requirements are configured by you in the backend.
Reward Shop Library

The Library will display a list of all the available items in the Reward Shop. You will be able to search by item Name, Status (Active or Inactive), Type (Bonus, Booster or External), Tags (if applicable) or the Rank(s) the item is available for.
The Library list will display the following information:
Status: This will be the item status, Active or Inactive
Name: This will be the internal name created by you
Type: The type of item, Bonus, Booster or External
Stock: This will display the stock number of the item (50/150, meaning that there are 50 items remaining out of 150 total items) This field can be empty for items that do not make use of the stock such as bonuses or free spins.
Token Price: item price in Tokens
Real Price: applies for physical items and is only for internal reporting purposes
Ranks: Rank the product is available or enabled for
Supplier: Actual supplier of the item (applies for external products)
Options (three dots): This column will display the following options, Edit to edit the item details or Duplicate, to duplicate an already existing item.
Create Reward Shop Item
To create and register a new item in the Reward Shop, click on Create Product on the top-right corner of the Reward Shop library.
Step 1 – Product Details

The first step is to define the general information for the item:
Name (internal): this will be an input field, for any text value.
Tags (Optional): This will be a field to attach any of previously created Admin Tags.
Description: This field is meant to provide a description of the product.
External Name (Optional): This option is to add an external name which will be shown in the Operator's frontend and must allow multiple languages (EN, DE, FR, IT). This is an optional field.
External Description (Optional): This option is to add an external description for the user, which will be shown in the Operator's frontend, and must allow multiple languages (EN, DE, FR, IT). This is an optional field.

Image (Optional): Option to select an image from the Media Database for Mobile and another for Desktop.


Step 2 – Product Type and Price

The following step will be to select the type of product, and you have to choose between:
Gamification Bonus: This refers to a bonus credit to the player's account. You will need to select a bonus from the available Gamification Bonus Offers (choose Gamification). It could be a Cash Bonus or Free Spins.
Deposit Bonus: This refers to a deposit bonus that the player can use on their next deposit, and you will need to select a Deposit Bonus Offer (choose Deposit). It could be a Cash Bonus or Free Spins.
Booster: If you select a Booster, you will need to select if you want it to be a Level Booster or a Mission Booster (future release). There will be an input to define the booster rate (2x, 3x etc.) and the time frame (5, 10, 20, 30 minutes).
External: This refers to real life items, for example a pair of headphones. The system will require an input field for the external URL (optional) and the supplier (Amazon, BestBuy, etc.).
XP Points: This refers to a product that grants XP Points to the player upon purchase. You will need to define the number of points to be awarded, which will be automatically added to the player’s XP balance.
Prizeshark: This refers to a product linked to the Prizeshark catalog. You will need to select an existing Prizeshark item, review its details, and define the Token price directly within the Reward Shop.
Once the type of item has been selected you will need to define the price of the item in Tokens and (if it is an external item) the actual, local currency price.
Validity Time
The Validity Time option in the Product Type and Price section allows you to define the time period during which a product will be valid and accessible to players. This configuration is critical for managing product availability and aligning it with your gamification strategy. Below is an explanation of each option:
Any Time
The product will be valid indefinitely, without any time restrictions.
Use this option for products you want to make permanently available in the reward shop.
Specific Date
•Set a specific start and end date for the product’s validity.
Steps to Configure Specific Date:
Use the date picker to define the start and end dates.
Period
Define a relative time frame for the product’s availability from the moment it is claimed or activated.
2.1. Free Items
Operators can now create Reward Shop items with 0 Token cost, enabling them to offer free rewards to players as part of promotions or loyalty initiatives.

2.2 . Free Items in the Reward Shop



The “Free” status is highlighted across the Reward Shop interface:
Main Reward Shop Page
Products marked as FREE will be clearly visible on the merchandise grid.
Example: Headset Logitech Zone Vibe is labeled as FREE in the product listing.
Product Detail Page
When viewing the product details, the price field will show Free, alongside the “Buy Now” button.
Checkout Page
During the final step of redemption, the order summary will display the item(s) as Free, and the total cost as Free.
Players are still required to fill out their shipping information to receive the item.
⚠️ Abuse Prevention Guidelines
While the Free Product feature adds value and excitement, it’s important to monitor usage to prevent abuse. Consider the following safeguards:
Potential Abuse
Suggested Prevention
Multiple redemptions of the same free item by one player
✅ Specify delivery limits by adding a note in the Comments section of each order.
(e.g., “Deliver 1 item only.”)
Free item exploitation before limited-time events
✅ Add availability windows or rank restrictions (e.g., available to Rank Silver+)
Step 3 – Product Settings
This section lets you define how products are managed and displayed in the Reward Shop.
Stock: This setting determines the total quantity of a product available for purchase. The Operator can enter a numeric value representing how many times the item can be purchased across all players. When the stock runs out, the product will be marked as Out of Stock and will no longer be available unless the quantity is updated.

3.1 Low Stock Alert
Operators can configure a Low Stock Alert in the Gamification Settings to be notified when a Reward Shop item is close to running out of stock.

This setting defines the stock threshold at which the system sends an automatic email notification to the selected recipients.
Example:
When the stock of an item reaches 3 units, an alert email is sent to the configured addresses (e.g., [email protected], [email protected]).
3.2 Low Stock in the Reward Shop
When a product is running low in stock, a message is displayed on the Reward Shop item to inform players.
In the Reward Shop Library, low-stock products are visually highlighted in orange, while out-of-stock items are shown in red, making it easy for Operators to identify and manage stock levels at a glance.


3.3 Out of stock behavior
When a product reaches 0 items in stock, the Reward Shop widget displays an “Out of Stock” label on the item. Additionally, a second email alert is sent to the recipients configured in Low Stock Alert, notifying that the product has reached 0 available units.

3.4 "Notify me" Functionality
The “Notify Me” option in the Reward Shop widget allows players to request a notification when an out-of-stock item becomes available again.

Step 4 – Brand & Eligibility
This step allows Operators to define which Brands a product is available for and which players are eligible to purchase it. It provides flexibility for multi-brand environments and ensures that rewards are displayed only to the intended audiences.

Brand: Defines the Brands where the product will be available. Operators can select one or multiple Brands (if multi-branding is enabled).
Product Eligibility: Determines which players can purchase the product within the selected Brands. Operators can choose between All Players (available to all players) or Quick Filters (to target specific Ranks or Countries).

If Quick Filters is selected, the Operator can define specific criteria to determine which players are eligible to purchase the product.
Two filters are available:
Include the following Ranks: Allows selecting one or multiple player Ranks whose members can buy the product.
Include the following Countries: Allows selecting one or multiple Countries where eligible players are located.
4.1 Product Visibility
This setting defines who can see the product in the Reward Shop, even if they are not eligible to purchase it. It is only required when the Eligibility setting is configured with Quick Filters.

All Players: Allows all players from the selected Brands to see the product, even if they don’t meet the eligibility criteria.
Quick Filters: Allows Operators to apply visibility filters based on Rank or Country.
Only Eligible Players: Restricts visibility to players who meet the eligibility criteria.
Error Message: When All Players or Quick Filters is selected, Operators can define a custom Error Message for each language.
Step 5 - Status

Once all the previous steps have been completed, you'll have to define the product status, which can be Active or Inactive.
Reward Shop Purchase Feed

This will be a library showing all the items purchased by players in the Reward Shop. The information displayed will include the following:
Status: This will display the status of the item. If it was a real-life item and was already purchased but not shipped, it will show as "Purchased" but if it was already shipped it will show as "Shipped".
Date of Purchase: This will display the date time of the purchase.
Item name: This will display the name of the item that was purchased.
Reward Type: this will be the type of item purchased (Bonus, Free Spins, External).
Quantity: This will display the quantity purchased by the user.
Tokens Price: This will display the Token price paid by the user (virtual currency)
Real Price: This will display the real money price of the item, only applicable to External items (internal information only)
Available Stock: This is the amount of the remaining available items.
Player ID: This will be the ID of the player that did the purchase.
Options, this will display an Edit button for you to Edit the purchase details.
There will also be a download button for you to download the player's purchase history if it is so required as an .XLS file.

Reward Shop History (Player Card)
There will be a purchase history in each player card displaying all items purchased at the Reward Shop. You will be able to search by item name and a filter for date and reward type. The list will display the following:
Status: This will display the status of the item, if it was a real-life item and was already bought but not shipped it will show as "Purchased" but if it was already shipped it will show as "Shipped". For bonuses and boosters it will show as “Purchased”
Date of Purchase
Item name
Reward type
Quantity: This will display the quantity of the same items purchased by the user.
Tokens price: This will display the total price paid by the user.
Real price: This will display the real money price of the item (only for internal purposes)
Options: this will display an Edit button for the Operator to edit the purchase details, including editing the item Status as well as adding comments.
There will also be a download button for you to download the player's purchase history if it is so required as an .XLS file.
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