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Kia created “Game On,” an interactive mobile game that engaged customers and generated awareness and brand affinity for the automotive company.
A haircare company in Turkey reached TV audiences with a gamification integration for the second screen.
Walgreens offered incentives for consumers to sync their fitness apps or wearables to its Balance Rewards loyalty program.
Nike’s “Win the Hour” program integrated with its FuelBand SE wearable and strengthened the brand’s one-on-one relationship with consumers.
Lexus teamed with Electronic Arts to create a branded in-game experience in EA’s Real Racing 3 mobile app to raise awareness for its new IS model launch.
Google partnered with a mobile gaming app for a native advertising campaign to drive Google Maps downloads.
State Farm developed a fully in-game campaign with the popular Angry Birds franchise that reminded consumers of the brand’s commitment to get consumers to a “better state.”
To generate footfall and awareness for its telco offering, Virgin Mobile developed a mobile game that hid and awarded prizes in and around the country.
Alvio is a new product designed to help kids improve their asthma condition by using their lungs to power video games.
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.