Fashion brand Zizzi launched the swim scratchcard to boost sales and loyalty, which created 7,700 new club members.
They wanted to increase their permissions and engagement with their online customers, which led to a 25% sales conversion.
ALDI wanted to engage and challenge their audience with gamification, which resulted in a 74.2% conversion rate.
LEGOLAND wanted to boost engagement, which resulted in 33% more park purchases and 66% more website users.
They wanted to find a creative solution for families to have a positive experience when visiting a bank branch.
The Danish furniture design company uses gamification to build out brand awareness, which resulted in 62.3% conversion rate.
Arla Sweden found a way to captivate their target audience to keep them engaged while also triggering interest in sustainability.
They were looking for a way to fundraise and engage their audience, which saw an average of 15k participants daily.
Danish Crown Foods wanted to activate their audience, which resulted in 04:46 minutes average engagement time.