Integrating the Augmented Reality experience
We are extremely excited to be working with Alton Towers Resort again, once more we’ve teamed up with TBWAManchester to create a digital experience for Galactica, their new Virtual Reality roller coaster.
The app is designed to be simple to use, easy to understand and suitable for all ages.
Cheshire Fire needed an app to help people discover the most common causes of fire within the home and assess your own home for fire safety.
Intelligent Data Visualisation for the Supply Chain Logistics sector
Blinx are experts in supply chain logistics data bringing a new product to market to visualise “big data” in a user friendly and appealing way.
Creating an educational environment for children
The Fire service has seen the value of educational games for many years.
The challenge facing Cheshire Fire was to find a platform to educate children about fire and road safety, but to make it entertaining and hold their attention to ensure the message got through. With Matmi’s long standing experience in gamification, this was a project the team were really keen to get stuck in to.
How to invest wisely to create brand impact in truly modern media strategy
Mini Babybel UK wanted to communicate to their audience globally and boost sales.
Using proprietary IP, we developed a content platform incorporating “Babybel Bowling Buddies” characters that would capture the interest of a younger audience and engage the whole family. The characters were printed on packaging and brought to life with the latest AR techniques to connect the brand’s family-friendly appeal in both the physical & digital world. This new platform was informative and entertaining, and featured a healthy eating message as players unlock new levels by collecting nutritious food.
Creating an innovative high profile product launch tool to add value to a real life product experience.
Alton Towers wanted to encourage footfall and drive sales ahead of the launch in park.
There was a huge wait for launch and the client needed a way to capture and retain the audience interest in advance, whilst creating buzz around a product that was strictly under wraps. We created ‘The Smiler’ to provide a teaser experience – as the user plays they unlock more elements to provide a closer look at the finished article. A competition element kept users engaged, whilst integrating further promotional activity.
Capturing data from a marketing savvy audience
NUS Extra needed to capture the data of a demographic group that were difficult to engage with rich engaging content.
We provided a solution with a minimal barrier to entry which delivered perks for NUS members but in short is an addictive, light-hearted promotional tool.- a free to play app which captured user data, whilst generating social sharing and media buzz
Product education and cross-selling in a low-interest category
United Airlines wanted to boost sales of their new upgrade options. Our solution was to harness a major feature of airports – waiting around – and engage customers on their mobiles, through games that would both explain the benefits and enable ‘instant win’ sampling.
We turned each featured upgrade into a game – forming the “Optathlon” series. Free to play, the games were played by passengers in the airport, prompted by on-the-spot advertising. Customers could win flight upgrades instantly, and claim their upgrade before boarding their flight.
Creating an engaging platform for product placement and celebrity brand extension
Warwick Davis required a way to engage and entertain new and existing fans, generate PR activity, and to build revenue without feeling pervasive and impersonal.
We created a platform using content personal to the celebrity in an addictive app that encouraged repeat visits and lengthy play times. “PocketWarwick” uses a Share and Reward mechanic so fans can win virtual currency that can be “spent” within the app itself – this created a thriving virtual economy and a loyalty element.
Driving awareness within complicated, low interest product category to a broad audience that includes young children.
Phillips were launching its Sonicare brush for kids and were prompted to rethink its promotion in a child and parent friendly way.
We created the super hero, Sonic Simon, and a three part dental cleaning game called Brilliant Brushers- a highly accessible game concept, easy-to-use, with bright, colourful and appealing graphics. The platform actively promoted good dental hygiene, whilst subtly promoting the Sonicare brand.The campaign was a resounding success, increasing sales and attracting millions of plays globally.
Creed Comms asked us to develop a digital component for their client, Assurant Solutions.
The Assurant Crew recruitment campaign was created to show the different types of people who work at Assurant. Using existing engaging video content, together we came up with the idea of using augmented reality to interact with the campaign. By scanning the posters, the character video is revealed and you’re encouraged to find the character you most identify with and then apply for a job.
Our brief was to create a cross platform product that supported Nivea’s sponsorship of ITV’s “This Morning” show online, in an non-interruptive participatory way. We created a simple, rewarding game that encouraged further online interaction for players via Facebook Connect, Twitter and email and was a resounding success.
Vimto appointed Matmi to design & deliver the digital elements of its brand strategy. Our remit included a new site with interactive and viral content, and a social networking strategy to change the perception of the brand in the under 30’s age group. Our aim was to generate interest, engagement and affinity with the brand, to develop sticky content for improved return rates and drive traffic to the site and we succeeded!
We developed a hard working piece of digital marketing to raise awareness of Cancer Research’s annual “Run 10K” fundraising events to encourage sign up, and help boost funds raised by people who take part, sponsor runners or make donations. Our viral game took the concept of ‘free running’ where participants run, jump and use gravity-defying acrobatic moves over the city landscape, and players raced against the clock to reach the Run 10K start line.