Reward people for achievements in games and apps
Provided by Kiip
Kiip is a network that allows brands to reward people for their achievements in games and apps online and on mobile
Tell us about the Opportunity / What is it?
Kiip allows you to reward people for the achievements they have in games and apps online and on iOS and Android devices. We tap into the moments of happiness and the moments that matter to people every day. So if you complete a workout, you could get a free MP3 sponsored by a brand or if you get a new high score in a game, you could get a free coffee from Starbucks.
We work with national and local brands on campaigns ranging from simple £1,000 tests to major six figure opportunities in over 550 incredibly popular games and apps.
What is the Marketing Objective?
We can help with everything from driving brand awareness and affinity through sponsoring virtual currency in apps or running major competitions within huge apps right the way through to helping with driving sales and sampling by offering discounts, free products, samples and vouchers for FMCG, e-commerce, travel and other brands.
How does it work?
Kiip allows brands and companies to connect with people at moments of achievement throughout their day. By rewarding people for their achievement, brands can create a powerful connection with people.
We offer 3 types of campaigns - Real Rewards - rewarding people with product, samples, coupons or vouchers; Branded Moments - rewarding people with virtual rewards (in-game currency, MP3s, movies and more) and Swarm - campaign based program that allows users to compete for a big prize in a big game.
Who's used it in the past?
Pepsi, Sony Music, P&G, Disney, American Apparel, YO! Sushi, Firebox.com, The Daily, Shoemint.com, Skittles, Amazon, Colgate and many others.
Features / Benefits
Reach people in moments of happiness and achievement on incredibly popular iOS and Android games and apps. Tap into a highly engaged audience. We offer free pre/post surveying of users to measure brand uplift, affinity, recall and purchase intent.