Kop & Kande wanted to boost brand visibility and customer engagement during the holiday season. They used Playable's gamification platform to launch a digital Christmas Calendar game. The campaign ai...med to increase store visits, collect email permissions, and promote Stelton products. The results were strong: 394,645 sessions, 294,276 unique registrations, a 491% increase in brand page visits, a 74.6% conversion rate, 15,000 new email subscribers, a 17.85% revenue increase for winners, and a 92.43% click-to-open rate. Customers enjoyed the campaign and engagement was much higher than industry averages.
SPAR UK wanted to engage more customers and increase email sign-ups. They used the Playable platform to create interactive landing pages with games for seasonal campaigns. For the Summer campaign wit...h Rubicon, they used a slot machine game and shared drink recipes. For Pancake Day with Cathedral City, they used a scratchcard game and shared pancake recipes. The Summer campaign got a 21% email open rate, 10% ad engagement, 23,000+ registrations, and 13,000+ new email sign-ups. The Pancake Day campaign got a 22.6% open rate, 8% ad engagement, 30,500+ registrations, and 9,900+ new sign-ups.
Blush is a sex toy retailer in Iceland. They wanted to break taboos around sexual health and improve their marketing. They used Playable's gamification platform to launch several games. The 'wheel of... fortune' campaign led to 19,000+ registrations and a 66.4% conversion rate. The 'swipe it' game had a 67.8% conversion rate and gave Blush insights into customer preferences. The 'Pride quiz' helped engage their audience and position Blush as LGBTIQA+ advocates.
DFS wanted to improve their online shopping experience. They used Playable's gamification platform to add games like personality tests and quizzes. These games helped customers find the right sofa or... mattress. The 'What’s Your Thing?' quiz had a 5.4% conversion rate and drove over 190 purchases. The Mattress Picker campaign led to over 900 orders and high revenue per registration. DFS saw over £2M in revenue from playable campaigns in the first year.
Playable helped Bohus, a leading Norwegian furniture retailer, use gamification to better understand customer preferences. Bohus ran a Garden Furniture personality test, gathering data on style and n...eeds. The campaign had over 7,500 sessions, 1,400 registrations, and 1,300+ clicks to explore products. Integration with Voyado mapped insights to customer profiles, enabling segmented newsletters. These newsletters saw a 20% higher click rate and 3.5% higher open rate than company benchmarks.
SPAR Hungary used to run gamification campaigns with multiple agencies, but it was costly and hard to manage. They switched to Playable's platform to build and launch games in-house. Now, they can la...unch one or more games each month. Game sessions increased from 1,000-2,000 to up to 120,000 per campaign. The games help drive downloads of the MYSPAR app and increase customer loyalty. SPAR Hungary also uses games to help brand partners promote their products, with all available game slots for 2024 booked after a partner event.
Playable gamification platform helped JYSK screen candidates for store manager jobs. JYSK used a digital quiz to sort applicants into three groups. The campaign attracted 124,000 candidates and achie...ved a 91% conversion rate. HR saved 31,000 working hours, equal to 16.1 years. JYSK ran recruitment in 28 countries with just one staff member. The platform made hiring faster and improved brand awareness.
Costcutter wanted to boost shopper engagement and attract new customers. They used the Playable platform to create a Valentine’s Day game called Spin the Bottle. The campaign let shoppers play for th...emed prizes and included a store finder button. On average, visitors played the game 1.8 times and spent 1.36 minutes engaged. 1,400 people clicked to find their nearest store. Costcutter also collected 6,000 marketing permissions from another game.
Søstrene Grene wanted to use gamification to get new customers but worried about lead quality and brand fit. They worked with Playable to create a Christmas calendar game with daily quizzes about the...ir brand. The campaign had 263,239 registrations, with 44,585 unique sign-ups and 69.78% of visitors registering. People spent 4,226.4 hours engaging with the brand. The campaign brought in 30,544 new subscribers in a month, and 15% became customers. Søstrene Grene now uses Playable to help expand into new markets and improve email marketing.
Carlsberg wanted to run a big campaign during the Euro2020 football championship. They used the Playable gamification platform to manage a 'code on pack' promotion. The platform made it easy to set u...p and run the campaign. Carlsberg saw a redemption rate twice as high as usual. Website traffic increased by 1,500%. People spent 2.5 times more time on the website per visit. The campaign was easy to manage and gave great results.
Thorpe Park wanted to improve how they managed queues and keep visitors happy. They used Playable's gamification platform to create fun games for people waiting in line. The games were shared through... the park's app, QR codes, and hotel screens. One game, the Thorpe Park Quiz, helped teach visitors about the brand while they waited. The results included over 7,500 sessions, with people spending an average of 1 minute and 35 seconds per session, totaling 174 hours of engagement.
Playable helped Alka Insurance use gamification to engage customers in a low-interest industry. Alka ran seasonal campaigns like the Christmas Calendar and Summer games, using storytelling and intera...ctive content. These campaigns increased website engagement and brand loyalty. An A/B test showed customers who played the Christmas Calendar had lower churn rates. In 2025, three summer games saw 110,000+ sessions, 85,000+ registrations, 1,200 hours spent with the brand, and a 76% conversion rate.
Playable helped Tryg, Denmark's largest insurance company, create a dental health quiz to generate leads and educate people about dental insurance. The quiz used gamification to make learning fun and... engaging. Tryg collected 595 leads with a 29% conversion rate. The average engagement time was 51 seconds. The campaign balanced fun with seriousness, helping Tryg qualify leads and improve their marketing results.
Playable's gamification platform helped Masai Clothing Company collect zero-party data from customers. Masai ran a personality test campaign in multiple countries to learn about customer preferences ...for clothing fit, shape, and color. Over 160,000 people participated, resulting in 60,000 new permissions. The campaign cut cost per lead by 50% and reduced average time to purchase to 7 days. Masai now uses these insights for data-driven product development and retail planning.
Playable helped Takk use gamification to boost nonprofit growth. Takk replaced cold calling with interactive games, making it easier for people to connect with causes. The new approach led to a 4x in...crease in follow-up conversion rates, reaching nearly 20%. For DepressionsForeningen, a holiday quiz generated 939 new leads from 4,413 sessions, with a 21% registration rate. The Icelandic Cancer Society's Pink Ribbon campaign saw 18,458 sessions and 5,874 new leads, with a 35.7% conversion rate.
CASE STUDY Danish Cancer Society (Kræftens Bekæmpelse)
Playable helped the Danish Cancer Society use gamification to engage and educate their audience. They launched a 24-day Advent Calendar campaign with daily questions and prizes. The campaign generate...d 180,000 clicks, 51,400 leads, and 25,000 new leads. On one day, the Cancer Helpline website saw a spike from 20 to 1,872 visitors. About 30,000 leads opted in for daily reminder emails, and no one unsubscribed. The campaign made learning about cancer and the society's mission fun and interactive.
Virgin Red wanted to use games to boost customer loyalty and engagement. Their old game-making tools were slow and hard to use. They chose Playable for its easy and flexible platform. Virgin Red now ...offers a new game every weekday, helping keep members active. In a campaign with Virgin Voyages, they got 131,000 competition entries, 3,500 new members, and five million views with no marketing spend. This campaign had the lowest cost-per-acquisition in company history.
Playable helped Neste use gamification in their marketing. Neste ran two Scratchcard campaigns to get more app users and marketing permissions. By removing address and city fields from the registrati...on, they cut cost per marketing permission by 54% and cost per app user by 69%. The first campaign got 8,577 new permissions with a €40,000 budget. The second campaign got 6,872 new permissions with a €10,000 budget, beating their KPI. Gamification made their marketing more efficient and increased app engagement.
Playable helped Louis Poulsen use gamification at the 3daysofdesign event. They added a Scratchcard game and a physical claw machine to the showroom. Over 6,000 people played the Scratchcard game, wi...th 135,000 total plays. Only 70 people per day could win a coin for the claw machine. Online, 1,200 people registered and played 46,000 times. The campaign boosted showroom visits and social media engagement, making the event lively and memorable.
Playable helped Ecooking use gamification to boost their e-commerce business. Ecooking used Playable for lead generation, sales campaigns, and in-store events. The 'Foundation Finder' quiz led to hig...h conversion rates and more online sales. A single game campaign increased men's product sales in Herning. Playable helped connect marketing and e-commerce teams. Ecooking saw strong results and brand engagement from gamification.
Coop Denmark wanted to build customer loyalty and create a strong retail media network. They used Playable's gamification platform to launch in-app games and later expanded to their website and digit...al catalogs. The games offered branded prizes and encouraged customers to visit stores. In 2023, about one million winners redeemed prizes at Coop locations. Customers who redeemed prizes spent 9% more on average, and shoppers visited stores 15% more often when playing games. The approach increased app engagement, store visits, and brand loyalty.
Ooni wanted to make their website more fun and collect marketing permissions. They worked with Playable to use gamification. They went through a six-week onboarding and created two games: a Valentine...'s Day personality test and a St. Patrick's Day wheel of fortune. The St. Patrick's Day campaign brought a lot of website traffic and new leads. Ooni saw a 20% lower cost-per-lead than their usual campaigns, a 5.02% CTR on US Meta ads, and almost 3 minutes of average engagement per session. Ooni is now running more gamified campaigns on their site.