Here’s how Virgin Red uses Playable, and how one campaign achieved the lowest CPA (cost-per-acquisition) in company history.
QIAGEN’s quizzes keep the medical world educated and informed. One campaign saw 22,868 sessions in a six-week campaign period.
The sneaker marketplace uses games to drive second purchases and increase average order size by 17%.
The beer brand wanted to engage fans and drive sales, which saw a 2x increase in redemption.
Natusan created a game campaign to educate about domestic waste, which led to a 26% participation rate.
Neste wanted to gain marketing permissions and increase their app downloads, which saw 6,872 new permissions from one campaign.
Tokmanni uses gamification to help with customer acquisition, including 4,800 registrations during one 7-day campaign.
They wanted to increase their permissions and engagement with their online customers, which led to a 25% sales conversion.