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Case studies

1. The genesis of Mighty Lucky

Daughter’s begging for a crane game changed my life

One day in 2009, after having completed my 17th job interview I took my daughter for a ramble at Taipei. She urged to enter a grocery store and wanted to play a crane machine stationed there.

$10 could certainly get nothing, but the smile on her face was unforgettable. This became the awakening moment for me to join the business. After many failed attempts, I found that location was the main reason. I need to put the crane game in a place where everyone can come and play without being subjected to rent restrictions. That’s how Mighty Lucky Online Crane Game was born.

2. Creating added value of goods and services

Customer A has been operating an online store of mobile phone accessories in Hong Kong. He said that he often encounters three major problems: peer price competition, how to build credibility to satisfy customers and sales channels. After consultation, we recommended him adopting our services to address these three issues altogether.

 

Create added value of goods and services, and build reputation

 

Products sold at online stores are highly repetitive. And there is no location difference like that of the physical stores. The differences between online stores are not obvious. Therefore it is very easy to fall into price competition, resulting in a decline in net profit. At the same time, the success model is easy to be imitated.

 

The key to successful online business lies in customer service, after-sales service, reputation, and ways to attract customers. We recommend Customer A using mainstream products as gifts with easy game setting. And leveraging our huge player base for the sales and promotion of the products. 

 

In the meantime, he can promote the game on his own online store platform, provide customers with game coins at wholesale price in collaboration with the use of wholesale coupons to promote. It also guarantees that players can get the gifts when the consumption amount reaches a certain standard, making the customer's consumption process full of surprises. The satisfaction of the service would make the overall consumer experience more impressive. 

 

The fastest reflection of the results is that his online shopping platform's ratings and sales have increased, and customer's re-order rate has also improved. He reached more customers and broadened his customer base. In addition to product sales, customers who have accumulated their own online platforms can earn extra money in reselling of game coins.

3. Turning queuing into fun

Customer B is a well-known dessert shop owner. The store is located at a busy district and is very small. At peak hours such as the afternoon, after dinner, and at late-night hours, a lot of people would line up and the long queue would discourage other guests. Long queues and shortage of manpower make the situation rather chaotic.

 

After discussion, we suggest that he can refer to the common practice of Japanese rotary sushi. Add a tablet and a large display screen inside and outside the store, and set the gift of crane games to be electronic discount ticket. Since the customers are mostly females, gifts and decoration thus become more feminine. When guests are queuing up, the shop would provide a tablet for them to order in advance. After spending a certain amount of money, they can play the crane game for free. The game can be projected on the large display screen to attract more curious guests. Like the capsule machines stationed at Japanese rotary sushi shops, there are additional opportunities for customers to order. The consumption process is more surprising and loyal. At the same time, the store also provides machine promotion and game instructions, so that guests can challenge the game at home to get discounts, making the production process and waiting more satisfied.