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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.
Diamond Dash uses Facebook registrations to reach new audiences
Diamond Dash implemented ‘Login with Facebook’ to create an easy way for new users to sign up, and helping users find friends and recruit new customers quickly by logging in with their Facebook account, without the need to create new usernames and passwords and unnecessary typing. It allows players to invite friends to join the game and lets players who finished their daily allocation of games ask their friends to send them new lives. It implemented the Open Graph actions such as reach a level, win a medal, unlock feature. As a result users who log into the game via Facebook are eight times more likely to spend money, and spend 50% more on average. The percentage of users choosing to Login with Facebook via single sign on has continued to rise since the game launched – from 28% of users in December 2011, to 64% and rising at the end of March 2012.
Facebook case study | Diamond Dash
More on this case study…
Brand: Diamond Dash| Sector: Gaming | Objective: Reach out new audiences| Format: Facebook Page
07/11/2012
L’Oreal targets female gamers with Xbox app
L'Oréal USA has launched a beauty and style app on Xbox LIVE called ‘The Next Level’, becoming the first app on the Microsoft games console to be targeted at women. The destination site lets users create a personalised event calendar, shopping list, weather-based beauty recommendations, and ‘redemption centre’ where rewards earned through interaction can be traded for tangible branded offers.
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Brand: L'Oreal | Country: Global | Sector: FMCG Healthcare | Objective: build brand engagement | Agency: Brightline | Format: Xbox app, gaming
11/10/2012 | Full story...
Case Study: Sun Fantasy Football League doubles digital growth with targeted emails
The Sun worked with Underwired to increase the engagement and revenue on its Fantasy Football league via an eCRM programme. This case study shows how very simple use of customer knowledge can have a dramatic impact on campaign results. After moving away from a volume-based, ‘one size fits all’ approach to email, The Sun saw a 32% increase in ROI and a 16% increase in Average Transaction Value, which nearly doubled the growth in revenue from digital channels.
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Brand: The Sun | Country: UK | Agency: Underwired | Sector: Media, Digital, Newspapers, Sport | Format: email, eCRM
26/09/2012 | Full story...
Case study: Ubisoft triples game sales via Facebook targeting
Ubisoft managed to triple sales by 300% in just 3 months through a targeted Facebook campaign for its Settlers Online game by focusing on users most likely to convert and purchase. This case study looks at how the games giant made smart use of targeting and bid optimisation to get the most out of its ad budget.
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Brand: Ubisoft | Country: Global | Agency: DMG | Sector: Gaming, Social Media | Format: Facebook
21/09/2012 | Full story...
Old Spice video case study: ‘Muscle Music’
Old Spice has returned with another interactive viral video, letting viewers make music with their keyboards (via a muscle-bound American football star, naturally). The new ad stars former American football and Expendables star Terry Crews, wired up to a series of makeshift musical instruments. Each time the actor and former NFL football player flexes his muscles he makes a sound. Once the advert has finished playing, viewers are invited to create and record their own version using their keyboard.
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Brand: Old Spice | Media: Vimeo | Country: Global | Sector: FMCG- Healthcare | Agency: Wieden & Kennedy | Format: Video and social media
30/08/2012 | Full story...
Case study: Nokia Finger Battle app
At the height of football fever this summer, Nokia launched a smartphone game to coincide with the Euro 2012 championships. This case study shows how the ‘Finger Battle app’ became one of the most popular application so the tournament. For the 2012 Euro Cup that took place in Poland and Ukraine, Nokia Poland wanted to create an app that could keep football fans entertained during the football fever in the country. The game became one of the top 10 most downloaded Euro Cup applications, and it became the 3rd most popular game app downloaded. There were more than 6 900 games played, and the app generated more than 5 000 downloads.
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Brand: Nokia | Media: Mobile app and Facebook | Country: Poland | Sector: Sport/ Mobile | Agency: Wunderman | Format: Mobile app and social media
30/08/2012 | Full story...
Dead Island 'rewinds' official announcement trailer to get 8m Views
In a year of high-profile game releases, this trailer for the relatively unknown game Dead Island was by far the most talked about console ad this year. With an innovative 'reverse story telling' premise, the trailer charts the tragic fate of a family caught up in a Zombie outbreak on a tropical paradise (warning: trailer below contains gory violence). Unlike the typical video game ad, which usually focuses on the action and intensity of the gameplay, the Dead Island trailer tells the emotional story of a family destroyed. The trailer generated 8 million views on Youtube, and tens of thousands of likes on Axis Animation’s Facebook page.
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Brand: Techland | Media: Video | Country: US |Sector: Games, Media | Agency: Axis Animation | Format: YouTube
01/08/2012 | Full story...
Tohato uses mobile social gaming to create brand engagement
Savoury snack maker Tohato used mobile internet and QR codes on packaging to launch two new flavours and create a buzz in Japan. A mobile phone game called "World's Worst War" was designed pitting Tyrant Habanero's Imperial Army against Satan Jolokia's Demon Army in a war to decide the ‘hottest and tastiest snack’. Players purchased their preferred product, scanning a QR code on the package into their phones to select a faction on which to side. The participants could then accumulate points and rise in rank by recruiting friends to join twice-weekly massively multiplayer online battles against countless other players. This case study shows how to make advertising money work hard, to attract, engage and change behaviour. The campaign also drove advocacy and word of mouth and demonstrates the binding power of co-creation communication strategies. The game resulted in participation of over 10,000 people and led to communities discussing the battle strategies. The campaign resulted in increase page views on the website to 100,000 per day.
More on this Case study …
Brand: Tohato |Media: Mobile| Country: Japan |Sector: FMCG | Agency: Hakuhodo | Format: Multiplayer Online Game
18/07/2012 | Full story...
Cadbury Joyville train stunt creates online buzz in Australia
This marketing stunt from Cadbury involved a giant purple ‘Joyville’ branded train pulling into select stations across Australia, rewarding surprised commuters with an array of chocolate treats. The campaign was amplified through a deeply integrated social media campaign with a Facebook page encouraging and supporting user generated content, as well as the dedicated website which features games, information and lets users share the campaign.
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Brand: Cadbury |Media: Facebook | Country: Australia |Sector: FMCG | Agency: Wonder | Format: Facebook page, website
YouTube case study | Facebook Page
18/07/2012
Mobile case study- Coca-Cola branded iPhone game drives teen engagement
Coca-Cola has made a foray into advergaming with their new title, Crabs & Penguins. The beverage giant made smart use of gamification techniques, with a music soundtrack and social media links, to build long-term engagement with consumers by letting players unlock levels and learn about a story.
More on this case study:
Brand: Coco-Cola |Media: Communities & Gaming portals, Smartphones, Mobile | Sector: FMCG | Agency: Ember Lab | Format: iPhone App |
YouTube video: Coca-Cola | Mobile App: Crabs and Penguins | Micro-site campaign: Crabs and Penguins
04/07/2012 | Full story...
Gamification case study: Allianz uses popular game to create awareness about insurance
Worldwide insurance company Allianz transformed the popular game Frogger into a live interactive experience on Facebook. By creating a virtual game, Allianz advice the consumers in an entertaining way that everyone can easily prevent real-life dangers. Allianz integrated the realtime heavy São Paulo traffic feeds with the popular game to create the Facebook App and generate awareness through a fun way. This was achieved by placing a 24/7 camera on the rooftop of a building that live-streams the view of a busy street. Using the Facebook app, people can log in to help the amphibians cross safely to the other side of the road while jumping in between real cars.
More on this Case study …
Brand: Allianz | Format: Facebook Apps, Facebook Platform | Agency: Ogilvy Brazil
Facebook case study | YouTube video
29/06/2012
Mobile marketing: Samsung-sponsored Angry Birds Christmas game gets half a million hours of brand exposure
Back in December 2011, Samsung sponsored 25 levels of new Angry Birds levels running on Google Chrome as part of a Christmas promotion. This case study shows how the campaign got the electronics brand nearly half a million hours of brand exposure from consumers.
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Brand: Samsung |Media: Communities & Gaming portals, Smartphones, Mobile| Sector: Electronics, Mobile | Agency: Enrich Mobile | Format: Online Games, iPhone & Android Apps
06/03/2012 | Full story...
MUST uses multi-channel ‘virtual character’ to boost sales
Bubble Gum brand MUST used a virtual character ‘Mustika’ to create brand awareness and increase market share and sales, via a multi-channel competition.
The more the users engaged with the character more points hey gained, improving the chance to win the competition. To engage the users they were made to be involved from creating the character to sending it to friend. Every time they interacted with the character they gained points. The grand prize for the competition was a trip for 2 to Paris, the next 3 winners were awarded a personal supply of MUST Gum for a year. The campaign’s maximum potential exposure was attained and the average frequeny of the campaign was 4.3.
More on this Case study …
Brand: MUST Bubble Gum| Sector: Entertainment| Agency: LH Media, Media Mind | Format: Behavioural Targeting, Rich Media, Email, Social
05/01/2012 | Full story...
Inception’s Rich Media homepage takeover smashes CTR benchmarks
Warner Brothers used a striking rich media campaign to drive awareness of the DVD released of blockbuster movie Inception, achieving much higher than average dwell rates and click through rates as a result. The campaign employed a user-initiated video within a banner on gaming website GameSpot, showcasing the movie’s special effects. Warner worked with CBS interactive and used Media Mind’s Glider takeover format. The ad begins with the homepage falling towards the user, revealing the world of Inception. The ‘fallen back’ homepage remains visible throughout the experience, so the user maintains a connection to the GameSpot site while exploring the ad. The Dwell rate for Glider Takeover was 21.87%, 268% improvement over the benchmark & CTR was 247% improvement over the benchmark
More on this Case study …
Brand: Warner Home Video |Media: CBS Interactive | Country: US |Sector: Telecommunications | Agency: Media Mind | Format: Glider Takeover on GameSpot
View the case study here: MediaMind
23/11/2011
How Reckitt Benckiser used mini game apps to recruit talent
Reckitt Benckiser used a suite of eight online and mobile mini-games to raise brand awareness among students and graduates early in their career, as part of a recruitment drive. The games are available online and via iPhone and Android Apps. The games are promote the 8 ‘power brands’ of Reckitt Benckiser; Harpic, Durex, Clearasil, Air Wick, Dettol/Lysol, Veet, Vanish & French Mustard. The games were promoted via social media seeding strategy which targets relevant gaming portals, news groups and communities.
More on this Case study …
Brand: Reckitt Benckiser |Media: Social feeds, Communities & Gaming portals| Sector: FMCG | Agency: TAMBA, The Workroom | Format: Online Games, iPhone & Android Apps
View a video of the campaign: Reckitt Benckiser | View the Facebook page | View the official website: CrazieRBrands | View Tamba's Case Study
11/11/2011
How Lego used an augmented reality gaming app for brand engagement
Lego engaged customers with a ‘Life of George’ app, inviting consumers to combine real Lego bricks and an iPhone to take part in an augmented reality game. Using a free EyeCue-enabled iOS app, players are tasked with recreating ‘George's’ photographs using 144 included Lego bricks on a specialized "green screen-like" gaming mat. Once the model is complete, the user takes a photo with the iDevice to be scored based on building speed and accuracy to the original picture. The $30 kit promises 12 levels featuring 10 photos each, and varying difficulty levels. For added replay value, there's a two player game and a creation mode which lets users create playable models out of their own snapshots. In addition, a Facebook page, lets users chare scores and photos of their creations.
More on this Case study …
Brand: Lego |Sector: Games | Format: Augmented RealityGaming App
View a video of the campaign: Lego | View the iTines store: Life of George | View the Facebook page: I am George
11/11/2011
City of San Diego uses 3D golf game to drive user engagement
The city of San Diego made smart use of rich media and gaming techniques to drive user engagement, getting a 2.54% click-through-rate from potential customers in the process…
San Diego worked with MediaMInd to use a golf-based game to promote the city as a premier golf destination, reaching out to golf enthusiasts using a combination of demographic, behavioural and geographic targeting. The campaign featured an interactive golf buggy driving game ‘Tee Box Derby ‘ embedded in a banner. The rich-media game showcased the city’s three premier golf courses as levels in the game, driving engagement with the brand. The campaign paid-off, achieving a CTR of 2.54% within the first two weeks alone. The In-banner engagement averaged 90-163 seconds, on different publishers.
Brand: San Diego Convention & Visitors Bureau | Media: Interactive Game & banner ads | Country: USA | Sector: Travel & Tourism | Agency: MeringCarson, Illusion Factory & Media Mind | Format: Rich Media Interactive game | Objective: Promote San Diego as Premier resort & golf destination
Download the case study: www.sandiego.org/teebox
18/10/2011
Case Study: Adidas | Media: MSN | Sector: Clothing | Objective: Engagement, lead generation, direct response, integration | Format: Online game
Supporting its integrated ‘Predator vs F50’ campaign through a Windows Live Messenger game proved a winning formula for adidas, with the online platform a key player in driving consumer interaction – and registrations for the campaign’s star-studded ‘Predator vs F50’ contest.
Download the MSN case studies compendium
26/04/2010
Case Study: French Connection - FCUK | Media: MSN | Country: UK | Sector: Clothing | Objective: Brand awareness, brand repositioning, buzz | Format: In-game advertising
In-game advertising on the Massive network provided the genuine buzz needed to establish FCUK as a leading fashion brand for young men. Previously used as a campaign slogan by clothing brand French Connection, the big rises in awareness and word-of-mouth recommendation delivered by the campaign helped to establish FCUK as a brand in its own right.
Download the MSN case studies compendium
26/04/2010
Case Study: Canon | Media: MSN | Country: Germany | Sector: IT technology supplier | Objective: Brand awareness, brand repositioning | Format: In-game advertising
Adapting creative to the in-game environment propelled Canon to impressive recall amongst opinion formers and helped to establish the brand as leader of the camcorder pack.
Download the MSN case studies compendium
26/04/2010 | Full story...
Case Study: 20th Century Fox | Media: MSN | Country: UK | Sector: Entertainment | Objective: Brand awareness, purchase intent, cut-through | Format: Video, In-game advertising
Digital media turned in a star-making performance for the launch of 20th Century Fox’s The Day The Earth Stood Still, as a groundbreaking study showcased its huge potential for film marketing.
Download the MSN case studies compendium
23/04/2010
Case Study: Vaseline | Media: MSN | Country: UK | Sector: FMCG- Healthcare | Objective: Brand repositioning, purchase intent | Format: In-game advertising
Positioning its “strong and resilient” skincare message alongside a series of highaction, male-interest games drove home Vaseline’s message that taking care of your skin isn’t just for women.
Download the MSN case studies compendium
23/04/2010
Case study: Tomb Raider Underworld | Agency: JVST | Technology: MediaMind | Sector: Gaming | Objectives: Brand awareness, cut-through | Format: Rich media & video
For the launch of the new Tomb Raider game, this high impact take-over on a key website delivers both audience reach (within the right target) and detailed brand message. This is a great example of a take-over because the media owner has worked hard to give the brand a great deal of value. The integration with the content might seem shocking, but for the IGN gaming website it’s a perfect match for their target viewers.
09/07/2009
Case study: Mars Planets | Technology: MediaMind | Sector: FMCG | Objectives: Cut-through, brand positioning | Format: Rich media
This expandable banner was both a game and achieved data capture for the Mars brand. Targeted at 18-34 year olds and running on high impact spaces such across the MSN portal, Hotmail and MSN Messenger, it’s a good example of how heavyweight partnerships with a single media owner can build massive campaign reach and achieve the type of audiences that traditionally only television could deliver.
Download the case study: Mars Planets | View campaign email banner creative | View campaign website banner creative | View campaign messanger banner creative
09/07/2009
Agency: Taglab | Client: Betfair | Sector: Entertainment | Objective: Customer acquisition and retention | Format: Website redesign
Originally launched in 2004, Betfair Poker has grown rapidly to become one of the busiest poker rooms in Europe. The site was originally hosted on the main Betfair platform. Whilst this allowed for tight integration with user account functionality, there was limited scope for content management. The current site targets both existing customers and prospects. Content is regularly updated and features dynamic, flexible templates, supporting rich media and timesensitive content. The new site now performs substantially better that its predecessor.
Download Betfair poker case study | Ask your Tutor for more insights | Submit your own case studies
01/08/2007
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