This four-page infographic from BrightLine illustrates current statistics and trends about gaming, including demographics and key players and advertisers in the space.
Allegra Burnette, creative director of digital media at the Museum of Modern Art, shared case studies from the museum’s exploration of mobile apps, cross-device digital experiences, and mobile revenue generation.
In this presentation, Allegra Burnette, creative director of digital media at the Museum of Modern Art, shared case studies from the museum’s exploration of mobile apps, cross-device digital experiences, and mobile revenue generation.
The way to reach women in the digital age is through their phones. More specifically, it’s through the games on their phones.
This issue of the IJMM features articles about QR codes, mobile gaming, U.S. Hispanic mobile adoption, and mobile brand interaction in Southeast Asia.
Maersk gamified the process of oil drilling to make the industry more accessible to the general public.
Lowe’s partnered with a popular Facebook game in order to highlight product benefits of its revolutionary web-based loyalty program.
HBO created a mobile game based on its hit series True Blood to renew enthusiasm for the show’s upcoming sixth season.
To build interest in the launch of the video game Battlefield 4, Electronic Arts (EA) used a rich media mobile banner ad that contained multiple interactive videos.
Deep Silver/Square Enix created an additional app to complement game play and increase consumer interaction with its popular zombie game Dead Island: Riptide.
In Argentina, Nestlé/Nescafé created a mobile advergame based on the popular Candy Crush game to positively highlight its Dolce Gusto brand.
Hotels.com, a brand of Expedia, developed a rich media mobile version of its “Xtreme Booking” online and video campaign to further drive user engagement and revenue via mobile data.
For Sauza Sparkling Margaritas to interact with consumers and build a database of potential customers, an in-store tablet campaign called “Make it With a Lifeguard” was designed to appeal especially to women aged 25 to 40.
To promote its new show See Dad Run, Nickelodeon developed a tablet game that provided an entertaining and educational experience for users.
To promote its growing grocery business during the Super Bowl, Target developed an interactive game that customers and fans could play on their mobile phones.
Best Buy tapped into a popular music app for a first-to-market mobile initiative that engaged its prospects during key back-to-campus and holiday shopping seasons.
TIM, one of the largest mobile carriers in Brazil, found success with its first-ever phone plan designed for teens by teens: TIM beta. Since teens are always trying new things, TIM had to keep innovating to keep them interested.
Square Enix used a fun and interactive mobile app, the Tomb Raider Scavenger Hunt, to increase consumer anticipation, pre-orders, and sales of its highly successful Tomb Raider video game.
To engage with loyal fans, HBO created an HTML5 mobile-based game leading up to the season six premiere of True Blood.
DreamWorks Animation made mobile history with a Turbo Racing League app and $1,000,000 Shell-Out contest that worked together to drive game downloads, create ad awareness for its partner Verizon, and promote its film Turbo.