In accordance with commentaries I'd like to make some refinements.
1.Speaking generally, Oxford game is based on two empirical rules: every Friday and Sat the presence of player A at the area of "Top Shelf" and around (so-called "Red Square") produced always(!)at least, during 2007-2008 similar very positive trend of sales at this area;and, correspondingly, every Fri and Sat the absence of player A at the area of Top Shelf and around profuced negative trend of sales in the Square of supermarket. Because any counter-example was not found during 2007-2008, Oxford game became real mystery for Tesco stuff and customers.
2. Online sales are connected statistically with the sales at area of Top Shelf, however, technically it is not always possible to realize and to prove such sort of quantum-like correlation .
3. Thus, in the case of statistics of the sales from area of Top Shelf we have indeed quantum-like winning strategy (100%),but not in online sales. This fact can be used to deny all Oxford game, all statistics, an existence of Top Shelf and "Red Square".
4, Magic perfect correlation between location of player A and synchronous trend of sales was an object re-examination of Human rights activists, shoppers and probably some goverment organizations. They tried to abolish experiment, but his profitability was serious counter-argument.
5. Presently,I made decision to stop experiment becuase I faced with strong pressure of public opinion in Oxford.
6. My general lesson is: we can play macroscopic quantum-like games, but such technology of power is very advanced for public opinion and popular culture. Quantum games today can produce unexpected psychological consequances of the global character, indeed. Hence, I suppose we can play quantum macroscopic games only in reduced or soft version in laboratory only.
Presently, I try to find a way to reproduce Oxford game in laboratory.