Sometimes a few stickers are enough. Sometimes it takes a digital twin of an entire supermarket.
Wine is often bought for dinner, a gathering or as a gift, and the game fits naturally into those occasions. The customer gets an extra activity for the evening, while the brand gains a distinctive presence on the shelf and an easy conversation starter.
Only 160 individually numbered kits were made for influencers and editors. The opening process already contains a ready-made story for a video or social post, while the complex construction supports the premium positioning of Belvedere 10. Here, gamification builds intrigue, reinforces a sense of rarity and helps the campaign travel through content.
The project sits within edutainment: learning through participation, visual storytelling and relatable characters. For the audience, this approach makes a sensitive subject feel calmer and easier to understand. For Kotex, it builds trust and creates a more meaningful introduction to the brand than a conventional product campaign.
A familiar supermarket visit became a small event. Oreo gained a longer interaction with its audience and connected the distinctive shape of its biscuit with the visual world of Pac-Man.
A delivery box usually finishes its job within minutes. The AR mechanic gives it another purpose and keeps the customer within the brand experience for longer. The two Pac-Man projects show how differently the same cultural reference can be used: Oreo turns a supermarket into a maze, while Pizza Hut fits one onto the lid of a box.
According to Wieden+Kennedy, 48% of players bought the shoes after taking part in Reactland. In this case, gamification helps people understand the product through direct physical experience and has an immediate influence on the purchase decision.
At Duolingo, gamification is part of the core product experience. Streaks, points, leagues, characters and rewards accompany learners every day. One of its best-known mechanics is the streak: the number of consecutive days a user has completed a lesson.
According to the company, an updated streak animation increased the likelihood of a new learner returning after seven days by 1.7%. Learners who reach a seven-day streak are 3.6 times more likely to complete their course. For a product with millions of daily users, even a small interface change can have a noticeable impact on both learning outcomes and retention.
The technological scale can vary enormously, from a removable sticker to an AR maze the size of a supermarket. We believe the quality of the connection between the mechanic, the design and the product matters far more. When that connection works, the customer gains an engaging experience and the brand gains another meaningful moment with its audience.