Stops people who were walking past
A visible, fast game draws better than any sign. The queue becomes part of the draw: once three people are waiting, another three stop without anyone calling them over.
Events
A brand activation is a face-to-face action in which a company gets the public to interact with its brand or product through a game, a trial or an experience.
Branded games, prize wheels and custom experiences that stop people in the street, in the shopping centre or at your stand.
We run brand activations with custom games, prize wheels, digital experiences and sampling, on the street, in shopping centres, at trade fairs and festivals, with equipment dressed in your identity and staff who know how to approach the public.
Almost every activation has the same problem: people walk past. A beautiful display with a host standing beside it does not make anyone stop, because stopping costs something and nothing is offered in return. A game does. The moment there is a wheel spinning, a target measuring reflexes or a screen showing your score, the passer-by stops, plays for ninety seconds, and during that time actually listens to what the brand has to say.
After the game comes the part that decides whether the activation was worth anything: what people take away. It might be a contact detail in exchange for playing, a product sample handed over, a discount code printed on the spot, or a photo with the brand that the person posts themselves. We design the mechanic around which of those you need, because an activation built to capture leads is not built the same way as one built to distribute product.
Everything can be dressed: custom vinyls, photo-wall backdrops, screens running your creative, personalised prizes and wheels with the segments you choose. We produce with margin so printed material arrives in time, and our street staff learn the script before the activation, because a promoter who cannot explain the mechanic turns a good game into a queue that dissolves.
Location matters as much as the mechanic. The same prize wheel placed in the middle of a square performs twice as well as one against a side wall, because people approach from several directions and the queue is visible from a distance. When we go to a space we do not know, we ask for photographs or make a site visit: where the real footfall runs, where people enter, where they stop of their own accord. It is unglamorous work that decides much of the result.
A visible, fast game draws better than any sign. The queue becomes part of the draw: once three people are waiting, another three stop without anyone calling them over.
Vinyls, screens, backdrops, prizes and wheels are produced in your identity. We need the artwork a few days ahead so printing and build happen without rushing.
A lead, a product sample, a coupon or social content. We agree what you want to take away from the activation first, and build the mechanic around it rather than the other way round.
Product, audience, city, dates and what success looks like: awareness, a database, product trial or content.
Which game, how many units, how much staff and what the participant takes home, at a closed price within 24 hours.
Vinyls, screens and prizes with your creative. We send proofs before anything goes to print.
We build, activate with our staff for the contracted hours, and hand you the participation count at the end.
An activation is badly judged if all you count is how many people walked past. What matters is how many stopped, how many completed the mechanic and how many left something in return. Those three numbers are what we hand over afterwards, broken down by time slot, because they usually reveal something useful: typically two hours of the day hold half the participations, and knowing that changes how the next campaign is planned.
Where the activation includes data capture, we deliver the records in whatever format you use, with the corresponding consent information. And where there are several cities or days, we consolidate everything into one comparable report, which is what lets you decide where to repeat and where it is not worth going back.
Yes, that is the norm. Custom vinyls, backdrops, screens, prizes and wheel segments. We need vector or high-resolution artwork a week ahead; if you are tighter than that, tell us and we will find the fastest route.
Yes. Our own hosts, promoters and monitors, briefed on the campaign script before they go out. If you prefer to use your own team, we train them during the first day's build.
In most cities yes, and it depends on the council and the location. We tell you what is required and, if you ask us to, we file the application. Start early: municipal timelines are not immediate.
Yes: number of participations, prizes handed out and, if the mechanic includes it, captured leads in whatever format you specify. Digital games log every play automatically.
Yes, either in parallel or as a touring format. For simultaneous activations we assign a lead per city and unify the reporting, so you receive a single consolidated count rather than loose figures from each location.