30 app-reopen goals across 706 journeys. App reopens measure engagement, separately from purchases.
Meet the brand
Fishing Point
Fishing Point offers rods, reels, lures and accessories for a variety of fishing styles. Its app organizes the catalog around the way anglers search, including product type and fishing method.
The opportunity
A better connection with customers.
Specialist purchases often involve comparison and planning. Fishing Point needed an experience that made finding the right equipment easier and supported follow-up after a shopper left a basket unfinished.
Designed around the customer
A brand experience. A shopping habit.
01
A recognizable fishing destination
Campaigns and product photography give the mobile storefront a clear specialist identity.
02
Browse by fishing method
Visual categories give customers a useful alternative to navigating only by product type.
03
Product detail close to purchase
Large imagery and straightforward variant controls support a precise equipment choice.
BeyondCart Flows in practice
The right next step, automatically.
From a customer action to a relevant follow-up: these journeys show how Fishing Point uses behavior to shape its mobile communication.
01
Customer journey
A three-step cart journey
TRIGGER
Product added to cart
STEP 1
Check for an incomplete purchase
STEP 2
Send up to 3 eligible reminders
STEP 3
Generate a personal offer within the sequence
OUTCOME
Track the order goal
↗
4.4% notification tap rate
37 taps across 848 sent reminders. This measures engagement with the message, not the share of customers who purchased.
02
Customer journey
Reconnect after ten days
TRIGGER
No app activity for 10 days
STEP 1
Send the win-back message
OUTCOME
Track an app reopen
↗
4.2% of win-back journeys led to an app reopen
30 app-reopen goals across 706 journeys. App reopens measure engagement, separately from purchases.
Results reflect activity measured at the time of writing. A journey is one run of an automation; the same customer can enter more than once. Order goals, notification taps and app reopens measure different actions. They do not establish that a message caused a purchase.
Gamification in practice
A daily reward for returning anglers.
Fishing Point introduced a daily prize wheel inside its app, creating a recurring opportunity for shoppers to discover an offer.
2.6×
as many app orders during the wheel campaign
The May - September 2026 campaign covered 130 days, with a modest order volume. Compared with the immediately preceding period of equal length. Campaigns also included other marketing activity; this comparison does not isolate the effect of the game.
1.5×
the purchase rate among identified players
17.2% of identified players ordered within seven days, compared with 11.4% of identified, active non-playing app users. Purchases include any channel; this does not establish causation.
41%
of players played on multiple days
Repeat participation during the campaign, measured by app device.