Man’s Set used gamification to test demand before production. A gamified pre-order flow by Claspo helped the team sell half of a new collection before stock was available.
‘Selling 50% of the collection on pre-order before stock was a real turning point for us. It showed that gamified conversion-focused pop-ups can be a powerful tool for validating demand.’
DTC, e-commerce
Man’s Set is a Ukrainian direct-to-consumer brand specializing in anatomical underwear, with a strong focus on online sales and a subscription model.
After seeing strong results from gamified Claspo welcome popups — including higher opt-ins, revenue growth, and lower CAC (see the case study) — Man’s Set decided to take the same approach one step further. This time, the goal was to drive fast pre-order sales without relying on heavy discounts, while also attracting customers more likely to stay, return, and contribute to higher LTV.
For one new collection, Man’s Set faced a different kind of challenge. The idea came together quickly, timed around peak interest in a popular TV series. Instead of focusing on top-level growth metrics, the team needed to answer a much more practical question: ‘Is there real demand for this collection before we invest in production?’
The goal was to test demand early, reduce production risk, and decide whether scaling manufacturing made business sense — all before the items were available in stock.
To make this work, Man’s Set launched a pre-order campaign built around a simple gamified widget. Visitors were invited to play a game and, in return, received a discount for placing a pre-order.

The widget’s look and feel was adjusted to match the pop-culture moment behind the collection — without directly using any copyrighted branding. This allowed the campaign to tap into existing hype while staying flexible and on-brand.
The outcome exceeded expectations. Within the first two weeks, Man’s Set sold 50% of the collection on pre-order — before the stock was even available.
What began as a simple demand test quickly turned into a strong sales signal. Pre-order volumes grew so fast that the sales team had to reach out to customers in advance and explain that delivery would take a bit longer.
For Man’s Set, this campaign became a turning point. It showed that gamification can do more than improve conversion rates — it can work as a powerful market validation tool.
With the right timing, paid traffic, and a simple game-based incentive, the team could see real demand in actual purchases — not just clicks or sign-ups. That made production decisions clearer and reduced the risk of launching new collections based on guesswork.
"Our goal here wasn’t top-level metrics. We needed to test demand before production. Selling 50% of the collection on pre-order showed us that gamification can drive real sales and support business decisions — not just engagement.” — Aliona Usolkina, Head of Digital Marketing
This case shows that gamified popups can do more than drive short-term conversions or list growth. When used strategically, they can support real business decisions.
By tying a gamified pre-order flow to a clear goal, the Man’s Set team turned user interaction into a demand signal backed by real revenue. The same approach can be used to launch new products, test offers, improve funnel entry points, or attract higher-quality customers.
With Claspo, teams can launch different pop-up formats, tailor mechanics to specific goals, and keep testing what actually works. If you want to use on-site gamification as a practical business tool, Claspo helps you start fast, validate ideas, grow conversions, and move forward with confidence.
Start stimulating sales and engagement with creative widgets now
No credit card and no time limit!

Get acquainted with Claspo during a one-on-one video call with our expert