Welcome to the automated Brand Tracker diaries.
Money Monsters Teaches Children to Decide About Money. The App Aims to Improve Their Financial Literacy
Goal: Improve financial literacy among children and teenagers
Claim: Money Monsters empowers children to safely practice financial decision-making
Media: Mobile application
Summary: The Pyszko Foundation has launched a free educational app called Money Monsters, designed to enhance financial literacy among children and teenagers by allowing them to explore financial decision-making through gamified scenarios, real-life simulations, and immediate feedback without the risk of real monetary loss. The app includes multiple levels, covering topics like income, spending, saving, budgeting, banking, and even investing, making learning about finance accessible and engaging for young users.
LEGO Gamifies the Invitation for the Opening of the Second Store in the Center of Prague
Goal: Engage families in a city-wide adventure leading up to the store opening
Media: Social media, Instagram
Summary: LEGO is turning the invitation for the opening of its new store in Prague into a city-wide adventure. Families will search for clues leading to famous personalities and LEGO models of Prague icons. The campaign, which culminates in a grand opening event, will see three winning families participate in a treasure hunt across the city on three October Saturdays. The design of the new store will reflect Prague’s architecture and cultural heritage, incorporating local themes throughout the space.
Let’s Move Aims to Encourage Physical Activity in the Czech Republic
Goal: Encourage physical activity among Czechs
Claim: Even small steps matter for our health
Media: Television, outdoor, print, internet, radio, online videos, banners, advertorials, podcasts, social media, PR entries, competitions
Summary: The initiative 'Let's Move' aims to motivate Czechs to engage in physical activities beyond traditional sports, using an application that converts daily activities into points while incorporating challenges, rewards, and community elements. With a significant percentage of the population lacking daily movement, the campaign emphasizes the importance of everyday actions like walking or gardening for health. The app includes gamification features, allowing users to earn points for various activities and partake in shared challenges. The communications strategy includes multiple media channels, aiming to build long-term healthy habits.
Decathlon Gamifies Dog Walking
Source: https://www.adformatie.nl/marketing/merkstrategie/decathlon-gamificeert-de-hond-uitlaten
Goal: Engage dog owners through gamification
Summary: Decathlon is introducing a new initiative to gamify dog walking, encouraging dog owners to make the experience more fun and interactive.
With Azerion and Dentsu: Brau Union Promotes Stibitzer with DOOH Gamification Campaign
Goal: Promote Stibitzer beer
Media: DOOH
Summary: Brau Union is promoting its Stibitzer beer through a digital out-of-home (DOOH) gamification campaign in collaboration with Azerion and Dentsu. The campaign utilizes interactive digital displays to engage consumers and enhance brand visibility.
