Interactive media in bars, pubs and clubs
Provided by Captive Media
Uniquely engaging a male 18-35 year old audience during a unique 55 second-long experience whilst they are out socialising.
Tell us about the Opportunity / What is it?
Captive Media engages young male consumers while they are socialising. The best way to understand how is to click the video above. Our unique technology enables men to control a game, not by touching the screen, but by aiming left and right with their 'stream'.
We create bespoke minute-long engagements for brands. We can also rebrand an existing game, with your message appearing throughout the minute-long experience.
Unbelieveable? Captive Media is now live in 12 countries, as seen on TV & winner of the Guardian Award for Excellence in Marketing (amongst others!).
What is the Marketing Objective?
Captive Media's engaging marketing platform helps brands with a range of marketing objectives. With upwards of 40,000 plays/week, a Captive Game allows brands to extend their reach to a highly targeted audience of men aged 18-34. Unprompted recall rates are often over 80%, and your reach is not limited to just the players. As the game is so novel and entertaining, 90% of men tell friends about their experience. As a place-based advertising platform, many brands can also see a tangible increase in sales as it reaches customers directly before they make buying decisions.
How does it work?
We believe that much of traditional advertising is broken. Young consumers screen out broadcast messages as never before. Yet they also reward novelty and innovation. Captive Media was born from this realisation: reaching young influencers today needs something innovative, irreverent, and highly, highly engaging. Our approach is to entertain our audience, rewarding them with a fun and novel game whilst they engage with your message. And because it is so entertaining, they tell their friends about their experience.
Who's used it in the past?
Brands range from Captain Morgan, whose 2014 summer campaign challenged men to a penalty shoot-out competition, seeing a recall rate of 80% and a sales uplift of over 12%; to Drinkaware, who saw unprompted awareness rise by 41% with a custom quiz game. Lynx and Beats are recent users too.
Features / Benefits
Minute-long dwell times. Highly targeted audience (with perfect gender targeting) so minimal wastage. Unprecedented cut through, buzz and word of mouth. Point of Sale/activation potential. Full digital scheduling flexibility including day parting & near real time copy change. High accountability as we record and report actual impacts. Ability to display any live content from a webpage.