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Digital Experiences

Digital experiences

Digital has one advantage physical does not: it goes home and gets posted

We build digital experiences for brands and events: virtual reality, AI photo booths, screen games, live rankings and content participants share of their own accord.

A physical activation ends when the visitor leaves. A digital one does not: the photo gets posted, the video gets shared, the score gets discussed. That extension is the main reason brands choose digital formats, and it is also what has to be designed carefully, because content only circulates if it is worth sharing.

The photo booth is still the clearest case and it has evolved considerably. Current versions generate 360-degree video, AI-processed portraits, illustrations drawn by a robotic arm or personalised instant prints. They all share one thing: they produce an image the participant wants to show, which turns every attendee into a voluntary distribution channel.

Virtual reality serves a different purpose. It generates less shareable content, but it produces the most intense memory of any format, because the visitor literally goes somewhere else for three minutes. It is especially useful when you have to explain something that cannot be shown physically: the inside of a product, an industrial process, a remote location.

Screen games complete the set. Quizzes, scoring challenges, multiplayer competitions, cumulative rankings. They measure best, because they log every play, and they capture contacts best, because asking for a detail to enter the ranking feels reasonable rather than like a form.

  • 3 minper virtual reality experience
  • 20-30people per hour per station
  • 24 hquote turnaround
  • 100%with participation logging

Content the visitor posts

Photo booths, AI portraits and 360 video produce images people want to show. Every attendee becomes a distribution channel at no media cost.

VR for what cannot be shown

The inside of a product, an industrial process or a remote location. Three minutes of immersion explain what a flat screen cannot in ten.

Measures and captures contacts

Screen games log every play, and asking for a detail to appear in the ranking feels reasonable rather than like a form.

How we set it up

  1. We define the digital objective

    Shareable content, intense memory or data capture. Each leads to a different format.

  2. We choose format and capacity

    How many people have to be served per hour and how many stations that requires.

  3. We produce the content

    Frames, filters, screens and, for virtual reality, the immersive content in your identity.

  4. We activate and deliver data

    Delivery with staff and a technician, and handover of records, images and statistics at the end.

Formats and ideas that work

  • 360 photo booth with vertical video ready for social
  • AI-generated portrait with a campaign filter
  • Virtual reality experience set inside the product
  • Robotic arm drawing the visitor live
  • Multiplayer digital quiz with a cumulative ranking
  • Scoring game with a personalised printed result
  • Simulator wrapped in the brand's digital livery
  • Online gallery where each attendee downloads their content

Digital does not replace staff

There is a fairly widespread misconception: that a digital activation runs itself. In practice the opposite happens. A photo booth without staff produces disorderly queues, people unsure where to stand and poor photos; with one person attending, the same equipment moves twice the participants and the visual result is far better.

The same applies to virtual reality, where someone has to fit the headset, explain in ten seconds what is about to happen and control the timing. Digital equipment produces the content, but staff decide how many people pass through it and how good what they take away turns out.

Frequently asked questions

Do participants receive their content?

Yes. It can be delivered by email, QR code or a private online gallery for the event. Digital delivery usually outperforms printing, because content reaches the phone and gets posted without intermediate steps.

How many people does a VR station serve?

Twenty to thirty per hour, counting the experience, the changeover and headset hygiene. For large attendances we set up several stations in parallel with a managed queue.

Can the content be branded?

Yes, completely: frames, filters, backgrounds, messages and result screens. In virtual reality, bespoke content needs more lead time, two to four weeks depending on complexity.

What data do you hand over?

Participations, time slots, scores and, where the mechanic includes capture, contacts with consent information. We deliver in whatever format your CRM uses.

Does it need special power or connectivity?

Standard power in almost every case. Internet only if you want immediate content delivery or real-time publishing; where venue wifi is unreliable, we bring our own connectivity.

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