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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.
Gamification case study: AXA online game educates customers on insurance fund
Less than 2% of the population in Indonesia have insurance. One of the reasons for the low penetration of insurance is a lack of understanding of insurance products. The insurance company AXA saw this as a unique opportunity to redefine insurance and created an online game to educate Indonesians on insurance products.
19/03/2015 | Full story...
Gaming case study: How Crossy Road made $10m in three months
'Frogger' style game Crossy Road made $10m in just over three months since the mobile game launched in November 2014, including $3m from in-game video advertisements.This case study looks at the secret to the games runaway success.
05/03/2015 | Full story...
Gaming case study: Paddy Power makes online optimisation less of a gamble
Paddy Power places huge emphasis on the importance of data – and relies on its heritage in this area to inform its optimisation campaigns. This case study looks at how the bookmaker worked with Maxymiser to turn the fast-pased world of betting into a succesful personalised experience for its customers.
05/03/2015 | Full story...
App case study: How Monument Valley game generated $4.5m profits with a team of just 8
With mobile games proving big business, what exactly does it take to make it to some of the best game lists of the year? Ustwo, the developer behind indie smash hit Monument Valley, has provided a rare insight into the production costs, pricing strategies and sales breakdowns that helped the award winning puzzler become one of 2014’s success stories.
19/01/2015 | Full story...
Gaming case study: Shreddies' Nana interactive video campaign gets high engagement
To promote its Shreddies cereal brand, Nestle UK launched a PlayCaptcha+ campaign to raise awareness and increase viewership of two short videos in the 'Great British Nana Holiday' series.Campaign results reported that 80% of users viewed 5 seconds or more of the video ads and the format worked well on mobile, with 61% of interactions occurring on tablet platforms.
19/11/2014 | Full story...
Lexus offers virtual test drive with Oculus Rift
In October 2014, Lexus became one of the first brands to use Oculus Rift virtual reality technology to promote its new NX car model. Teaming up with agency Amaze, the campaign provides and interactive consumer buying experience using Oculus Rift (OR) technology and the new DK2 headsets.
View the experience in action here:
23/10/2014 | Full story...
Persil turns captchas into games with PlayCaptcha
To promote its new line of Persil’s Dual Action liquid capsules Unilever worked with AdLabs to create a fun alternative to the usual captcha verification screens. To pass security, Persil are asking users to prove they’re human by dragging stain-removing microgranules into the centre of one of their new. The completed capsule then demonstrates its stain removal power by passing over a stained t-shirt to reveal a bright white result.
14/08/2014 | Full story...
Mahou-San Miguel uses online gaming to engage fans ahead of final
Mahou-San Miguel, the most important beer brand in Spain, leveraged its sports sponsorships by hosting an online game for consumers aged 18 to 50 leading up to a football match between two Madrid rivals. This case study looks at how the brand used online gaming to engage fans to reach 10% of Madrid’s population.
18/06/2014 | Full story...
Mobile loyalty through gaming: Coca-Cola game rewards players with more mobile data
A recent study revealed 2.7 million Korean youths were Coke “brand neglectors”. Coca-Cola Korea teamed up with The Slate to create a mobile campaign that would convert teens by reinforcing Coke’s brand image as an energizing refreshment. Coke PLAY is a real and virtual playground for young people aged 12 to 29 to connect using mobile devices that incorporate voice recognition and location and motion, detecting technologies for games and activities. Because 80 percent of Korean teens exceed their wireless data capacity each month, Coke PLAY awards additional data as prizes. This case study shows how the drinks giant created mobile loyalty through gaming.
02/06/2014 | Full story...
Zyrtec mobile marketing using apps to boost sales of allergy medication
Zyrtec AllergyCast conducted mobile marketing using apps to learn what people are allergic to and then teach them about the pollen that triggers their symptoms. The app triangulates pollen and weather data from across the U.S. with how specific users are feeling to determine what is causing their allergies.This case study looks at how it became the leading branded allergy app in the US and a top 25 weather app.
02/06/2014 | Full story...
Ubisoft’s Watch Dogs marketing stunt reveals what Facebook knows about you
In April 2014, Ubisoft promoted its digital espionage game Watch Dogs with a site that scrapes publicly available information from Facebook to show users how much of their data is in the public domain… and how it could be exploited.
Watch this trailer showing how the tool works below:
23/04/2014 | Full story...
The fail trail: 15 worst digital marketing blunders of 2013
It’s true that a life without mistakes is a life not truly lived- but we can be sure the Kellogg’s marketing department could have lived without promising to feed hungry children in exchange for retweets. As 2013 draws to a close, we look as some of the biggest digital marketing fails of the year, from the horsemeat scandal and HMV’s live-blogged mass sackings to Facebook’s ‘Home’ flop and the Xbox ‘deal with it’ Twitter outburst. Read on, learn from the mistakes and hope your team doesn’t make the list in 2014….
Country: Global | Objective: brand awareness, consideration and purchase | Format: Video, YouTube, Viral, social, Mobile, search
22/01/2014 | Full story...
Heinz and Reckitt Benckiser get 90% brand recall with 'PlayCaptcha' branded games
In October 2013, Heinz and Reckitt Benckiser were among the first brands to sign up for Future Ad Labs’ advertising format, PlayCaptcha. The partnership saw Heinz and Reckitt Benckiser use PlayCaptcha to increase brand engagement and improve overall consumer sentiment and product recall. Early tests for both Heinz and Cillit Bang indicates that PlayCaptcha delivered engagement rates many times higher than traditional digital advertisement formats, while providing a better user experience for web page visitors.
Watch this video presentation explaining how the 'PlayCaptcha' tool works below:
Brand: Heinz, Reckitt Benckiser | Sector: FMCG, Food and Beverages | Country: UK | Partner/agency: Future Ad Labs | Objective: brand awareness, consideration and purchase | Format: Gaming
10/10/2013 | Full story...
App case study: How mobile phenomenon Candy Crush Saga ‘makes $850,000 a day’
Candy Crush Saga is currently making $850,000 a day, as the year-old mobile puzzle game reveals the secrets to its ‘freemium’ business model success. Launched in September 2012, Candy Crush is a "freemium" app, which means it's free to download, but users can purchase in-game upgrades. King, the team behind Candy Crush, have perfected the art in in-game purchases by keeping the game addictive and adding regular updates.
Watch a trailer for Candy Crush Saga below;
Brand: Candy Crush | Sector: Mobile gaming, Apps | Country: Global | Objective: brand awareness, consideration and purchase | Format: Mobile, Apps, Gaming
18/09/2013 | Full story...
McDonalds ‘Happy Table’ uses NFC for in-store mobile games
McDonald’s is experimenting with Near Field Communication with a new in-store mobile game that is activated when a user places their device on one of the tables. Targeted at children and dubbed ‘The Happy Table’, the technology is being tested in a McDonald’s in Singapore. Created in partnership ,with agency advertising agency DDB, users can a mobile phone over a table to activate a mobile game.
Brand: McDonalds | Sector: FMCG, Food and Beverage | Country: Singapore | Agency/Partner: DDB | Objective: brand awareness, consideration and purchase | Format: Gaming, Mobile
17/09/2013 | Full story...
Case study: V Energy ‘robbery’ game gets 12% increase in sales
Earlier this year, V Energy launched an online game in New Zealand inviting customers to steal their share of the $100,000 prize pool from each other. This case study looks at how the energy drinks band increase Facebook engagement 174% and sales 12% through this innovative (and risque) social gaming campaign.
View the video case study below:
Brand: V Energy | Sector: FMCG, Food and Beverage | Country: New Zealand | Partner/agency: Frucor Beverages and Colenso BBDO NZ | Objective: brand awareness, consideration and purchase | Format: social, gaming
14/08/2013 | Full story...
Twitter fail: Microsoft director leaves after Xbox 'deal with it' outburst
In April 2013, Microsoft Creative Director Adam Orth resigned after posting flippant remarks on Twitter over the Xbox 720’s controversial 'always-online' rumours, telling frustrated customers to ‘deal with it”. The tweets caused outrage among internet users and Xbox fans alike, doing the rounds on several popular message boards such as Reddit. Now it has emerged that Orth has left the company.
More on this case study…
Brand: Microsoft Xbox | Sector: Gaming | Country: US | Objective: Build brand enagagment, drive sales | Format: Twitter, Social Media, CRM
25/04/2013 | Full story...
Baseball app gets 6 million users in 24 hours on ‘Opening Day’ relaunch
The official app for Major League Baseball got an update on the first day of the new US season- getting 6 million players accessing the tool within 24 hours. In March 2013, MLB announced that the At Bat app, which is available for iOS, Android and BlackBerry, was accessed 6 million times on Monday, the first day of baseball’s 2013 season. That’s double the amount of use the app saw on Opening Day 2012.
More on this case study…
Brand: Major League Baseball | Sector: Sport | Country: US/ Global | Objective: Build brand engagement, drive sales | Format: Mobile, apps, gaming
25/04/2013 | Full story...
Virgin Media enlists Mo Farah for sports game
Built around Virgin’s association with Olympic gold medallist Mo Farah, this ad unit was all about speed. Using Say Media's Ad Frames format, the opening unit featured dynamic menu items that raced around a track, compelling the viewer to chase them to investigate. This is a good example of a gaming mechanic employed to drive engagement. Once successful, the participant was rewarded with more Virgin content. This unit also came with a more traditional arcade style game, in which the player raced Mo Farah, reminiscent of the famous mid-80s game, Track & Field which involved bashing alternate buttons on the keyboard furiously to make your athlete run faster.
More on this case study…
Brand: Virgin | Sector: Telecoms | Country: UK | Objective: Build brand engagement, drive sales | Format: Display advertising | Agency/ Partner: Say Media
04/03/2013 | Full story...
Sony Xperia Facebook 'Face Off' game beats click averages
To promote the Sony Xperia-T range handset, Say Media used an ad unit containing a short video inviting viewers to signup for Face Off, a driving game in which viewers could compete with other drivers, live. Participants clicked through to the site, and registered their personal details to gain access to the game. The Face Off campaign comfortably raced past the 2% click-to-site (CTS) benchmark, complimented by a very healthy video completion rate. The Say Media AdFrame featured the Face Off video shown in the bottom right.
Gaming case study- link to creative | Face Off Video Link
More on this case study…
Brand: Sony | Sector: Mobile | Country: UK | Objective: Build brand engagement, drive sales | Format: Display advertising, ,Facebook, Gaming, Social media | Agency/ Partner: Say Media
04/03/2013 | Full story...
Gamification case study: Johnson & Johnson helps 'babylagged' parents
The Johnson’s Baby Bedtime bath ad was positioned as fun test for parents to work out how tired (or ‘babylagged’) they were, to promote the sleep, encouraging properties of the bedtime bath product. Using Say Media's Ad Frames format, the campaign was not designed with dominant sales messages. At the completion of the game, players were invited to get more information, which directed them to the Johnson & Johnson baby advice site.
More on this case study…
Brand: Johson & Johnson | Sector: FMCG, Healthcare | Country: UK | Objective: Build brand engagement, drive sales | Format: Display advertising | Agency/ Partner: Say Media
01/03/2013 | Full story...
Gamification case study: Capcom Steel Battalion sneak peek drives engagement
To promote its latest console game, Steel Battalion, Capcom used an expandable banner campaign that gave gamer a sneak peek of the game. Using the Say Media AdFrames format, the campaign exceeded engagement benchmarks by providing an immersive experience that emulated the game’s high quality graphics.
More on this case study…
Brand: Capcom | Sector: Gaming | Country: UK | Objective: Build brand engagement, drive sales | Format: Display advertising | Agency/ Partner: Mindshare/ Say Media
01/03/2013 | Full story...
Mobile Case Study: Littlewoods doubles conversions with mobile affiliate tracking
Ahead of the Christmas rush, Littlewoods used mobile affiliate tracking to boost sales from publishing sites linking to their mobile-optimised store. The results spoke for themselves, with a rise in mobile customers spending more than their desktop counterparts.
More on this case study…
Brand: Littlewoods | Sector: Retail | Country: UK | Objective: Build brand engagement, drive sales | Format: Affiliate marketing , display advertisign, mobile marketing, behavioral targeting | Agency/ Partner: Affiliate Window |
01/03/2013 | Full story...
Huawei creates giant 3D game to promote Mediapad
This large-scale camapign for Chinese mobile maker Huawei put a 3D fighting game on a screen the aize of two basketball courts. In September 2012. Saachi and Saachi China curated an unprecedented super-large outdoor 3D game was played at the world-renowned Suntec City - Fountain of Wealth in Singapore. The creative video show of the Huawei MediaPad 10 FHD and Huawei Ascend D1 Quad-Core XL mobile phone was staged in the Plaza.
More on this case study…
Brand: Huawei | Sector: Mobile | Coutry: China/ Singapore | Objective: Build brand engagement | Agency | Saachi and Saachi | Format: Video, Game, Outdoor, YouTube, Viral |
30/01/2013 | Full story...
Charity challenges perceptions with ‘You Are Blind’ game
To raise awareness around the perception of blind people in Russia as helpless, charity association “The right to smile” together with the agency Hungry Boys, launched a project called Blind. The aim of the project is to change the way of treatment to blind children around us and help to these children not just to live, but to live and be happy for those children for whom medicine help is not available now, to make their life in the aggressive environment of the modern city more convenient.
You are blind from Vlad Sitnikov on Vimeo.
More on this Case study …
Brand: The Right to Smile | Country: Russia | Agency: Duval Guillaume | Sector: Charity | Format: YouTube, Video, Game, Social Media, Blogging
20/11/2012 | Full story...
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