Digital marketing industry case study library

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With over 1,000 digital marketing case studies in our library, there are great examples for how digital marketing satisfies any marketing objective you have.


Gaming And Gamification case studies: we currently have 90.

Any agency or media owner can submit case studies to our team and these 90 are the strongest we have received, with the most recent case studies at the top of this page. If you're interested in more digital marketing case studies then review our complete case study library. If you're interested in submitting case studies then email our case studies manager to find out more CaseStudies@DigitalTrainingAcademy.com.

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Ted Baker’s new global campaign features innovative 360-degree shoppable film

Ted Baker launched global campaign featuring an innovative 360-degree fully shoppable ad, “Keeping Up With The Bakers” for their Spring 2017 line. Teased in advance with Instagram Stories, the ad allows consumers to explore the Baker home, discover hidden content and buy the items worn by characters.

28/04/2017  |  Full story...

Butlin’s used real time ad personalisation to show holidaymakers that ‘Rain Never Stops Play’

Knowing that their core audience of busy mums and dads lead increasingly mobile-centric lives, Butlin’s relaunched their mobile website and promoted it using a highly-targeted mobile-first search campaign.

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27/04/2017  |  Full story...

Patrón uses virtual reality technology to market artisanal tequila

The Patron Spirits Company is experimenting with new ways to tell the story of their artisanal tequilas using virtual reality. Patron has created a 360-degree video called “The Art of Patron” where viewers can get immersed in the production process in the Hacienda Patrón distillery in the Highlands of Jalisco, Mexico through the eyes of Patron’s signature bee.

27/04/2017  |  Full story...

VR case study: School of Rock hits the stage with 360° YouTube Video

School of Rock was ready to rock out on Broadway; all it needed was a platform to give fans a taste of the show. A 360° YouTube video reaching one million views in three days was just the ticket.

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10/04/2017  |  Full story...

KitKat and YouTube create real life “Crossy Road”

KitKat was looking for ways to engage the gaming community and encourage them to turn to the brand for snacking during breaks. Working with JWT London and Google, KitKat developed a concept that gave them a way to talk to gamers directly in gamer language.

09/03/2017  |  Full story...

Gaming case study: Arnie sparks mayhem in Mobile Strike elavator

Games maker Machine Zone spent big bucks to get Arnold Schwarzenegger to promote its latest mobile game in this super bowl ad. The gamble paid off, becoming the most viewed and shared YouTube ad of 2016.

15/12/2016  |  Full story...

River Island goes VR for London Fashion Week promo

Fashion retailer River Island partnered with Google on a campaign that included Google+ Hangouts and the virtual reality platform Google Cardboard.

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05/12/2016  |  Full story...

Video case study: Pokemon gets 25m views with first Super Bowl ad

In its Super Bowl debut back in February 2016, Pokemon scored big on YouTube and pre-game hype, paving the way for its hugely popular Pokemon Go! augmented reality game.

10/11/2016  |  Full story...

Gamification case study: Emirates bank rewards exercise with better savings via fitness app

Emirates NBD bank made smart use of gamification to promote its savings accounts, by rewarding customer that kept fit with better interest rates via a mobile app.


06/10/2016  |  Full story...

VR case study: Patron tells tequila story from field to glass

In 2014, Patrón and digital shop Firstborn began working on a virtual reality experience that would bring viewers into the brand’s Tequila distillery in Jalisco, Mexico — from the point of view of a curious bee. This case study looks at how the beverage brand gambled on virtual reality and won.

01/09/2016  |  Full story...

VR case study: Boursin takes consumers on brand journey (inside a fridge)

Soft cheese supplier Boursin created a virtual reality experience that takes you on a journey through a fridge full of delightful treats.

01/09/2016  |  Full story...

Gaming case study: Verizon takes mobile network to Minecraft

Verizon managed to build a working cell phone within the boundaries of the game. This case study looks at how the mobile network operator generated six million views with no paid media.


11/08/2016  |  Full story...

Pokemon Go: Five examples of brands catching augmented reality craze

Pokemon Go! hasn't revealed official sponsorship formats yet, but that hasn't stopped brands jumping on the augmented reality phenomenon. We look at five of the best examples of companies taking advantage of the latest mobile gaming craze...

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21/07/2016  |  Full story...

Snickers gets YouTubers to post terrible videos when hungry

In another fun take on the brand’s slogan, Snickers got famous YouTubers to post bad videos showing how hunger can affect performance.


Snickers - Twitch from Sei Rey Ho on Vimeo.


20/07/2016  |  Full story...

Virtual reality case study: New York Times takes news to a new generation

In a world of declining print sales, how can a 165 –year-old news brand reach the next generation of readers? This case study looks at how trhe New York Times expanded into virtual reality with a little help from sponsors General Electric and Mini.

08/07/2016  |  Full story...

Kraft Mac & Cheese reaches 2 million with Snapchat Sponsored Lenses

Snapchat and Kraft Macaroni & Cheese partnered to create a playful Lens to take Snapchatters back to their childhood, getting a 13% lift in purchase intent for the food brand, reaching 20 million people.

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16/06/2016  |  Full story...

Gamification case study: Singapore bank ‘lifestyle app’ turns players into shoppers

DBS Bank Asia used 3radical’s mobile gamification platform to reach credit card customers in Singapore, increasing app open rates have an increased by an astounding 31%.


05/05/2016  |  Full story...

Facebook case study: Games maker wins back lost players

From Farmville to Angry Birds, online gaming can often be a passing fad. So how can games makers re-engage former players? The case study looks at how RJ Games used Facebook to prompt almost half of players to pay more and continue playing.

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05/05/2016  |  Full story...

Periscope case study: Doritos dares viewers to play ‘Roulette’ live

Doritos became the first brand to run a contest on Periscope to promote its new ‘Roulette’ product. This case study looks at how the brand used live streaming in a fun way that engaged new fans on Twitter.

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12/04/2016  |  Full story...

Gaming case study: Coke Zero targets teenagers in Denmark via Facebook

Coca-Cola Zero in Denmark used gamification to get 35,000 teenagers to solve a puzzle and claim their free Coke Zero.

30/03/2016  |  Full story...

Gamification case study: History Channel transports viewers into virtual wilderness

To promote History Channel's newest survival reality TV show Alone, it created a regional campaign using the Oculus Rift as a medium to enhance the consumer brand experience and to give a taste of what it would be like being alone, in the wild. This case study looks at how the TV channel created buzz with a fitting use of new technology.


23/03/2016  |  Full story...

Gamification case study: Budget Direct offers virtual ride with ‘Captain Risky’

Australian insurance firm Budget Direct worked with 303 MullenLowe in Sydney to create a virtual ad-within-an-ad for which gives audiences the chance to ride with Captain Risky as he performs a spectacular double helix jump stunt. This case study looks at how the VR venture got viewers sharing in droves.


11/02/2016  |  Full story...

Case study: Clash of the Clans wins Super Bowl with Liam Neeson Taken spoof

One of the big Super Bowl ads to air during half-time was a hilarious bit featuring Liam Neeson spoofing his super-spy role in Taken, Bryan Mills. The ad went on to become a massive hit on YouTube, getting 80 million views for SuperCell’s Clash of the Clans mobile game.

03/12/2015  |  Full story...

Mobile gaming case study: Target becomes Santa’s helper with ‘Holiday Wish’ app

Target developed an app with a 3D animated game-like experience letting kids build wish lists and send them to Santa. This case study looks at how the US retail giant generated nearly 75,000 downloads.


12/11/2015  |  Full story...

Second screen case study: Deodorant app pits Survivor stars against viewers

For its “Who Does More?” campaign, deodorant maker Rexona spread its tag line across multiple channels to encourage its target audience to be more active. The brand developed a second-screen experience for Turkish Survivor fans, letting users follow and compete with the contestants’ performance data, getting a turnover growth of 20% in the process.

15/10/2015  |  Full story...

Further gaming and gamification case studies

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