SPAR

AR Rekordo mania 3

Communication strategy

Traditional collection of thumbnails and filling albums with record-holding animals We have been preparing Rekordomania for the client SPAR Slovenia for several years.

The adventure with the mischievous cat Garfield is in its 3. version enabled young collectors to, while educationally discovering animal characteristics, bring their favorite animals to life with the help of augmented reality (AR).

REKORDOMANIO 3 we are in addition to classic collection of stickers was enriched with digital activation on the website and mobile application and supported on social networks and other online media.

The main business goal of the campaign was growth sales, which we achieved indirectly by accelerating visits to stores SPAR and INTERSPAR, and we increased visits by participating in the Rekrodomania campaign 3.

The results speak for themselves

3rd place for the app on Google Play

4700+

participating in activations

5200+

app downloads in the first two weeks

19000+

website visitors

Interactive user experience

Since the central theme of Rekordomania 3 is to raise awareness about the conservation of animal species, for this purpose, the visitors of the website were offered themed puzzles, tips for the conservation of endangered animal species and other educational content, presented in an interesting way for targeted group.

By scanning thumbnails from the album and floor stickers in the stores SPAR and INTERSPAR, the recorders (animals) could come alive in the space and so create their own animal world anywhere. We managed to achieve such a virtual reality using AR technology or augmented reality technologies. 

The cat hero Garfield additionally encouraged application downloads by appearing on striking outdoor advertisements and on attractive TV spot.

Advertising

The existence of a new fun user experiences now only needed to be effectively communicated to the main target groups - children and their parents and grandparents.

With the goal of high reach, we set a wide range of marketing activities, which included TV and print ads, digital advertising, point-of-sale advertising, outdoor advertising, cooperation with influencers, setting up a website, public relations - donation, presence on social networks, etc.

When the main messages reached our target groups, we were able to use a mobile application that AR technology in a playful and educational way enables animal heroes to come to life in any room, the target group enchanted extremely experience.

As a result, we achieved an exceptional response from the target group, the mobile application even reached 3. place on the Google Play platform (only surpassed by the Covid app).

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