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Customer case
With 25241 unique participants, this gamification marketing campaign had high customer involvement and engagement.
Toyota has been in Denmark since 1963. In fact, Denmark was the first country in Europe to introduce Toyota. And with great success. This is reflected in the fact that Toyota is one of the brands that drives the most cars off the roads in Denmark.
For their Christmas campaign, Toyota created a Christmas calendar featuring the Christmas Calendar format. A Danish holiday tradition, the Christmas calendar takes place throughout the month of December, with a single door opening every day from 1 December to 24 December to reveal the game (and prize) inside.
In this case, the car company used these formats in conjunction to generate new permissions while accommodating GDPR regulations.
Scratcher’s platform was a successful present under the tree for Toyota. The car company wanted to bring something new and exciting to both potential and existing customers throughout the holiday season.
The combination of gamification and effective product messaging returned with a high quality permission base. In fact, Toyota saw high opening and click-through rates in their newsletter and personalised, product-focused emails. These results demonstrate that Toyota made the right move using gamification in their holiday marketing.
Toyota launched their campaign through their own channels and extended it with additional marketing activities to draw in new customers. This strategy resulted in high open and click rates across both their newsletters and product-focused emails.
The campaign was highly engaging, evidenced by participants spending a total of 2752 hours, or 114.6 days, interacting with the content. With a conversion rate of 97%, the Christmas calendar proved to be particularly compelling, leading to 450,375 instances where the calendar was opened.
A total of 379,593 unique participants frequently revisited the calendar, averaging 18 days out of 24, demonstrating significant involvement and sustained interest.
Helene Skilbred, Senior Fundraiser at MS-forbundet, led the innovative use of gamification to overcome challenges in expanding the donor base and engaging the audience for the organization, which supports individuals with Multiple Sclerosis (MS) and their families. By implementing gamification campaigns, MS-forbundet successfully boosted lead generation, increased donor conversion rates, and enhanced overall engagement. This NGO tells the impact of these tactics and shares the results achieved.
In the competitive igaming world, pip.dk stands out with its player-centric focus. Charlotte Møller Hansen, Head of CRM and Creative Content, explains how their emphasis on player engagement and high-quality content drives their success, boosting player loyalty and market position.