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Gaming And Gamification case studies: we currently have 103.
Any agency or media owner can submit case studies to our team and these 103 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.
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...
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.
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.
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.
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...
Zespri gets kids in China to slice 18bn digital kiwis on Fruit Ninja
Food brand Zespri wanted to create demand for its kiwis in China, where most of the population preferred drinking juice to eating cut fruit. To engage children, the brand partnered with Fruit Ninja on WeChat to create Zespri-branded kiwis. This mobile gaming case study looks at how the brand engaged 680,000 kids across the country completed the 14-Day Challenge in two months.
15/10/2015 | Full story...
EA boosts Sim City downloads with smart A/B testing
Back in 2013, Electronic Arts used an A/B testing strategy to boost digital downloads of its SimCity 5 game. This case study looks at how the games maker made smart use of website optimisation to sell 1.1 million copies in the first two weeks, with 50% coming from direct online downloads.
08/10/2015 | Full story...
Swimshop gets 41% customer boost with new promotion tech
In August 2015, Sports Directs’ sister company Swimshop saw a 41% customer participation rate with a new promotions technology that gives shoppers the chance to win their purchases for free.
19/08/2015 | Full story...
Gamification case study: Chipotle boasts ethical fast food with ‘The Scarecrow’
Back in 2013, Chipotle's The Scarecrow animation and app game marked a new step in the gamification- topping the iTunes charts and overtaking Taco Bell for social media success.
15/07/2015 | Full story...
Ecommerce case study: Luxury beauty site boosts sales by third with ‘lucky egg’
LatestinBeauty.com increased sales by a third following a new type of campaign, which lets retailers to run a promotion without discounting. This case study looks at how the luxury beauty site used a gamification element to boost win customers over and boost brand presence online.
18/06/2015 | Full story...
Gamification case study: Nike+ saves customers from zombies (and wins their data)
Nike+ Fuel which is available through the Nike+ app and wearing the Nike Fuelband is an example of a great game, which ensures a large number of customers stay in contact and communicate with the brand.
10/06/2015 | Full story...
Gamification case study: EE launches Glastonbury ticket treasure hunt on Twitter #Glastonburied
Glastonbury festival is one of the biggest and most popular contemporary and performing arts festivals in the world. Each year over 130,000 tickets to the festival sell out in under an hour, making it extremely difficult to get access to the event. UK based mobile phone network EE created a game on social media platform Twitter where users could win tickets.
09/06/2015 | Full story...
Gamification case study: M&M’s eye spy pretzel
Gamification is being used by brands to stimulate interest and increase engagement of its customers. Some brands are opting to create highly sophisticated apps that have a practical application while others like M&M’s chose to include game like aspects into a larger marketing campaign. This case study looks at how M&M’s did the latter incorporating gamification into the launch of a new flavour of sweets.
07/06/2015 | Full story...
Ford lets Facebook fans customise Mustang
Ford and its agency, Team Detroit, launched the Customizer in 2011 and generated more than a million personalized vehicles. A year later, they moved beyond the microsite and into the full capabilities of the Facebook platform. This campaign is a prime example of a brand leveraging Facebook to its fullest potential.
Mustang Customizer 2013 from Michigan Motion Buds on Vimeo.
07/05/2015 | Full story...
Social gaming case study: AirAsia ‘Friendsy’ competition lets Facebook friends share private plane
Back in April 2012, AirAsia celebrated the launch into its most-anticipated Australian hub, Sydney. With little consumer awareness in this brand new and fiercely competitive market, they wanted to create a campaign that would develop brand awareness. This case study looks at how the airline brand created a Facebook competition that lets one lucky Facebook fan commandeer their very own AirAsia plane, growing its fan base 30% and generating a PR value of $1,627,593 in the process.
08/04/2015 | Full story...
Peacock's Plume or Hockey Puck? Paint brand creates colours for men
Tutti Frutti, Cuddles, Peacock’s Plume, Pansy Violet. These are not paint chip names men will be thrilled about. On the other hand, Beer, Bacon, Dry Wall and Hockey Puck will likely get a mighty two thumbs up and an eager, “When can we get started?” In the interests of helping women get the colour they want with a name men will agree with, CIL Paints’ created a Facebook app and media campaign, ‘Paint Chip Names For Men.’
02/04/2015 | Full story...
Food case study: Mustard brand only accepts fans with good taste (and good spelling)
How can the world’s most discerning Dijon help people celebrate good taste once again? This case study looks at how Grey Poupon to the risky strategy of only allowing ‘classy’ people to like its brand page on Facebook via a profile scanning app.
25/03/2015 | Full story...
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- 1upSearch
- 20th Century Fox
- 3
- AA
- Adidas
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- Africa
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