Haryana, India – India-based gaming content consulting and content distribution company ATechnos has recently launched its gaming as a service (GAAS) platform which aims to distribute gaming content for common users, and give brands an opportunity to gamify their brand campaigns.

The GAAS platform is called ‘GoGames.Run’ and offers a plethora of games for users of all ages, including augmented and virtual reality games with more realistic and intense action. To date, GoGames.Run has over 500 games across categories including action, arcade, casual, board, sports, mystery etc. In addition to this, many new games are added every month.

Apurv Modi, managing director and co-founder at ATechnos believes that cloud gaming is the future and is enabling a radical transformation in the media industry. He also added that they feel very proud that they are able to bring the next level of audience engagement on platforms that have seen massive growth amidst the pandemic.

“With the addition of instant gratifications, the integration can add tremendous value to any platform, whether they want to engage and retain the existing users or add new users. The integration also enables platforms to innovate and bring in revenue from advertisers. We are sure that GoGames.Run gaming platform will have a deep impact on audience consumption patterns,” Modi said.

In addition, ATechnos is also adding the following programs:

  • GoGames.Run Publisher Program can be integrated with the publisher portal in under 5 minutes time and can help publishers to increase user engagement on their portal with gamification.
  • GoGames.Run Developer Program allows any developer to develop their own games and launch on the GoGames.Run network and generate revenue.
  • GoGames.Run Gamification Program enables brands, OTTs, media companies, portals, and telecoms to quickly run various exciting campaigns around gaming which can result in increased user engagement and loyalty. Using ATechnos’ gamification programs, brands can generate huge shout in the market and increase their presence by manifold.

Rahul Jain, vice president for gaming at ATechnos, commented, “With GoGames.Run now available for all platforms including apps, websites, social media platforms and OTT, the window of opportunity for game developers also opens up. We understand the importance of direct-to-consumer access and being able to have a quick turnaround time for revenue generation. GoGames partnerships are truly a win-win-win situation for the platform, the developer, and us.”

Singapore – PropNex, a Singapore-based real estate company, is releasing its very own version of the popular board game Monopoly called ‘Monopoly Propnex Edition’ in an aim to introduce insights of the local residential market through gamification.

PropNex has likewise partnered with the digital experiential version of the game in Singapore, called ‘Monopoly Explore! SG’, which allows players to explore Singapore through its landmarks, local products, and to even win prizes. 

For the company, the board game will allow the common populace to get a sense and reality of the Singaporean real estate market. Furthermore, it will allow players to experience cash flow management and effective techniques of real estate investments as a lifelong skill, which brings families together in cultivating the wisdom of financial prudence and investment skills.

“Through playing the MONOPOLY PROPNEX EDITION, PropNex is confident that players young and old will have a better grasp of [the] property market in Singapore and as well as a deeper understanding of financial prudence necessary to own their first property or multiple properties. In the game of four to five players per round, as soon as two players go bankrupt, the player with the highest worth of assets will emerge the winner,” the company said in a press statement.

The upcoming physical version of the Monopoly Propnex Edition is targeted at Singaporean consumers, with tutorial videos about the gameplay already available online.

Monopoly-Propnex-Board-Game-Mockup
A snapshot of the physical version of the Monopoly Propnex Edition

According to the company, the Monopoly Propnex Edition is curated to bring out the essence of the ‘Singapore flavor’, which provides a deeper understanding of the property market, namely what constitutes the Core Central Region (CCR), Rest of Central Region (RCR) and Outside Central Region (OCR) segments, as well as highlighting the various challenges that investors have to overcome in owning multiple properties complying to various cooling measures currently in place.

For Ismail Gafoor, CEO of PropNex, the board game development is traced back to his desire of bringing the board game to every household in Singapore in order to teach the basics of real estate.

“I did not realize that the numerous games played as a family has significantly imprinted on my passion for properties, as PropNex today has fulfilled the aspirations of thousands of homeowners in their dream homes and investments, with the guidance of over 8,900 salespersons. It took my management team and me more than a year to conceptualize and bring this Monopoly PropNex Edition idea to fruition today, and we are excited for Singaporeans to come on board this journey with us,” Gafoor explained. 

PropNex has been ramping up its objective of consumer education about the real estate industry since 2013 when they launched the Consumer Empowerment Campaign, which aimed at keeping their consumers informed of the trends and market outlooks that will affect their real estate decisions. They have also hosted virtual property shows and launched a membership program called PropNex Friends, where members can enjoy exclusive deals and rewards from Propnex itself.

The board game is up for sale at PropNex’s website for S$49.99 or S$42.99 for members of PropNex Friends.

Sydney, Australia – Popular chip brand Doritos has worked with RYOT Studio, the branded content division of media company Verizon Media, in bringing the ‘Doritos Quest’ game, based on augmented reality (AR), to the Australian market.

The ‘Doritos Quest’ is an AR game where players must hunt around their local area to collect all four virtual ‘PlayStation Shapes’ in order to win the highly coveted PlayStation®5 Console prize. There is also a pool of instant-win rewards up for grabs including free packs of Doritos. 

The digital experience is developed by RYOT Studios, which combines virtual objects known as ‘Vatoms’ with augmented reality and blockchain technology to bring the digital experience to life, providing access via a mobile-only website for players Australia-wide. 

“RYOT Studio is all about delivering new, innovative ways of storytelling to build brand love. ‘Doritos Quest’ follows the trail of strong demand we’re seeing for our next generation of AR formats as more brands look for exciting ways to tell their stories and connect with new audiences,” said Zoe Cocker, head of brand at RYOT Studio ANZ.

“This campaign not only allows users to interact with a brand in their own physical world but also drives tangible sales results here in Australia. It’s a great example of how RYOT Studio creates new ways of engaging with consumers and innovative experiences that connect with them on the path to purchase,” added Cocker. 

In an exclusive statement to MARKETECH APAC, Cocker shared that the rise of AR-related campaigns have profound impacts in the behavior of consumers and eagerness among marketers in creating campaigns of their respective brands.

Zoe Cocker, Head of Brand at RYOT Studio ANZ

“For consumers, we know that the need for this is already there. Attention has never been harder to grab and consumers are itching for new ways to interact with brands that offer a higher value exchange, better personalization and interactivity. For marketers, this partnership shows how mixed and virtual reality has evolved away from being expensive and difficult to execute, to a valuable and scalable format that helps brands achieve higher attention/recall,” Cocker shared.

Cocker also mentioned of the vitality of AR-related campaigns to the food and retail industry, especially in the quick service restaurant (QSR) industry, to which she stated that the next big format in campaigns of the future revolves the question “how does the overlay of a digital experience enhance the user’s real world?”

“It’s important to note that AR has many different uses, whether its gamification, utility or even education. Technology alone won’t make something successful and we don’t believe in just using it for the sake of it. At RYOT Studio, we offer incredible technology solutions that are matched with unparalleled storytelling and filled by our first-party data insights. Those insights fuel the idea which enables us to bring immersive formats to marketers in a way that is accessible and scalable and relevant,” Cocker explained.

This is not the first time RYOT Studio has involved itself in creating AR campaigns. They have worked with concept store Officeworks in creating an AR Christmas campaign centered around a virtual Santa Claus, as well as with the Australian arm of news site HuffPost in relation with the National Aborigines and Islanders Day Observance Committee (NAIDOC) Week observance, where they created an art experience about the Migaloo whale migration.

Global campaign reel of the ‘Doritos AR Quest’ by RYOT Studio

‘Doritos Quest’ is part of a wider global campaign being featured in international markets including Belgium, Ireland, the Netherlands, Spain, and the UK. 

Sam O’Donnell, brand manager of Doritos at PepsiCo, stated, “We know Doritos fans are always looking for bold new ways to enjoy themselves and we wanted to encapsulate that in a tangible gaming experience. RYOT Studio has been imperative in enabling us to bring this vision to life and we look forward to seeing Aussies engage with Doritos like never before.”

Kuala Lumpur, Malaysia – Social media engagement agency Fotobox has announced its new immersive division ‘Conten.T’, short for content technology, to bring digital engagement offerings to retailers.

Conten.T will stride into immersive technology productions, which include augmented reality (AR), virtual reality (VR), mixed reality (MR), gamification, and mobile-based technology to help brands create experiences to reach consumers at home, especially relevant following the COVID-19 pandemic.

Fotobox’s Conten.T has expanded the brand portfolio it has worked with for immersive ad experience, including brands such as Korean beauty brand Mamonde, sportswear Adidas, Coach, Gucci, Calvin Klein, Ferragamo, Hendricks Gin, and Scotch whiskey brand Glenfiddich.

“Having predicted a growing trend in immersive technology even before COVID-19, the adoption of immersive exploration was accelerated by the shift of digital-centric consumers largely caused by the pandemic. The launch of Conten.T has proven to be a step in the right direction as industries are beginning to see the increasing need to craft their own experiences digitally,” said Jason Ang (pictured), founder, and managing director for Fotobox.

For instance, collaboration with Mamonde’s revolves around the creation of a virtual retail experience by allowing users to enter a hyper-realistic virtual environment just by scanning a QR code. Within it, one can explore featured rooms and learn about the brand’s products besides chancing upon surprises in a few corners for users to redeem prizes and free samples. By partnering with an e-commerce site, consumers have the option to add products to buy.

Hendricks Gin partnership with Conten.T for immersive experience.

“This is all experienced through mobile phones – no apps, no downloads – just scan a QR code and experience through your mobile browsers, and customers have access to this in the comfort from their home,” Ang commented.

With Adidas meanwhile, Conten.T’s latest work revolves around AR, which allows customers in Adidas’ largest brand center in Malaysia to experience the athletes on the move on an AR journey that leads one to the store at Pavilion Kuala Lumpur.

Sportswear brand Adidas’ immersive experience partnership with Conten.T

“It is an exciting time for brands to steer into digital experience – not just on the grounds of the shift in consumer behavior but also in reference to the accessibility to technology. Fotobox believes that when one door shuts on physical retail, another opens into a new digital world; one that can reach today’s tech savvy consumers in an impactful, emotional, and interactive way,” he added.

Fotobox’s presence expands beyond Malaysia, including Singapore, South Korea, and Hong Kong, with brands ranging from fashion retail, beauty and cosmetics, the fast-moving consumer goods (FMCG) and other consumer-based industries.

“Digital & Hybrid experiences are here to stay, we aim to become the technology partner every brand needs to venture into offline and online immersive engagements in SEA and APAC, as more and more younger, tech savvy consumers don’t want to be advertised to. They want to be part of the brand experience.” Ang concluded.

Singapore – 3radical is the latest partner of Singapore-based media network Mediacorp, and aims to drive web traffic through loyalty boosting, readership, and consumer data capture.

The latest partnership coincides with Mediacorp’s 20th anniversary of their digital mobile news network TODAY. 3radical’s collaboration entails strategic engagement solutions to allow Mediacorp’s readers to interact more, signaling a more mutually beneficial environment.

“Mediacorp is a great example of how content creators must transform their digital experiences to meet the constantly changing needs of consumers, earn their engagement, and get a better understanding of each reader. We are so excited to be helping Mediacorp address this ever-evolving landscape by creating compelling engagement exchanges that more effectively drive loyal readers now and in the future.”

Michael D. Fisher, CEO at 3radical

Furthermore, 3radical’s Voco gamification software enables Mediacorp to provide digital interactions that incentivize audiences while earning their data on a permissioned basis.