The gamification section consisted of an interactive quiz with 5 questions about Red Barnet’s international work. The quiz was creatively developed by Red Barnet’s inhouse and by the Scratcher team. Next, the quiz was released in Red Barnet's digital universe. HUAWEI contributed as a prize sponsor.
The quiz was intended to engage potential donors who did not know about Red Barnet’s work.
Lead collection was an active part and the quiz's gatekeeper. Users "paid" with their lead to participate in the quiz.
The overall purpose of the campaign was the sale of gift certificates in Red Barnet’s webshop. Several tactical messages were integrated into the quiz as the entry point for the webshop.
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