A booth game for4,716 players
A phone game we built and ran for ARIH’s booth at the Toronto Korean Festival. Scan a QR code, pick your favourite products, shake for a prize, claim it in front of staff — three days, no app to download.
- Built for
- ARIH Canada
- Event
- Toronto Korean Festival · Aug 21–23, 2026
- Runs on
- Mobile web, from a QR code
- 4,716
- unique players
- 8,037
- plays over three days
- 6,782
- prizes claimed on site (84%)
- 1,238
- marketing opt-ins
From the game’s own database, Aug 21–23, 2026.
A festival booth gets crowds but rarely data — who came, what they liked, how to reach them again — and prize handouts turn into a line nobody can manage.
- 01No record of who visited or what they preferred
- 02Prizes running out on day one
- 03Staff unable to verify a win in a crowd
What we built

Pick your ARIH
Before playing, every visitor picks a ramen, a soda and an energy drink — product preference from thousands of people, collected with consent.

Shake for a prize
Shake the phone or tap the capsule. The prize is decided on the server, never in the phone, so it can’t be gamed.

Claim in a second
A live claim screen with a countdown and hold-to-claim, so staff can check a win at a glance in a busy booth.

Stock that lasts three days
An admin planner splits every prize by day and time slot; anything left over rolls into the next slot.
System, automation, AI
- QR → consent → game → claim, with admin, viewer and staff roles
- A server-side prize engine with stock pools per flavour
- Prizes spread across days and time slots on their own
- Unclaimed stock rolls into the next slot
- Load-tested for 6,000 players before the event
None — a fair, fast prize engine mattered more.
- Next.js
- Supabase
- Vercel
Want something
like this
A 30-minute call. We ask how the work gets done today and tell you honestly whether a system would pay for itself.
