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General Mills shared a case study from a 50th anniversary campaign for Lucky Charms cereal that included digital, social, television, and gamification elements.
Gamers over the age of 13 spend more than six hours per week on a gaming platform, a 12 percent increase since 2012.
Women over the age of 18 now represent a larger portion of the gaming audience than teenage boys.
To generate awareness of its playful campaign, Fanta took the fun away from tweens’ favorite websites by replacing it with an error code in order to show users just how much play was needed in their lives.
Coca-Cola launched a digital content campaign aimed at authentically engaging teens.
The way to reach women in the digital age is through their phones. More specifically, it’s through the games on their phones.
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.
This issue of the IJMM features articles about QR codes, mobile gaming, U.S. Hispanic mobile adoption, and mobile brand interaction in Southeast Asia.
HBO created a mobile game based on its hit series True Blood to renew enthusiasm for the show’s upcoming sixth season.
Lowe’s partnered with a popular Facebook game in order to highlight product benefits of its revolutionary web-based loyalty program.
Maersk gamified the process of oil drilling to make the industry more accessible to the general public.
Shell used social gaming and an optimized media mix to ensure its loyalty program stood out from the plentiful competition.
David McKillips, senior vice president of corporate alliances at Six Flags Entertainment, shared sponsorship partner activation case studies from Fright Fest, Six Flags’ annual Halloween event.
Mahou-San Miguel, the most important beer brand in Spain, leveraged its sports sponsorships by hosting an online game for consumers aged 18 to 50 leading up to a football match between two Madrid rivals.
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.
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.
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.
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.
ZYRTEC AllergyCast is a simple but effective app that allows users to track and understand their allergy issues.