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.
Costcutter was looking for new ways to engage their consumers, which resulted in average engagement time of 01:36 minutes.
Natusan created a game campaign to educate about domestic waste, which led to a 26% participation rate.
The football club wanted to market the release of new team jerseys, which resulted in 6,529 registrations.
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.
Masai wanted to generate more leads while collecting consumer data, and lowered CPL by 50% less when gamification is used.
Fashion brand Zizzi launched the swim scratchcard to boost sales and loyalty, which created 7,700 new club members.