HomeNetworksAdvertisersCase StudiesAboutContact
← All Case Studies
Launch ActivationTenpin Network →

Nintendo

Nintendo took over 58 Tenpin venues for the launch window, meeting families and 16-34s inside a 90-minute play session and turning attention into measurable brand outcomes

Nintendo activation inside a Tenpin venue
+41%
Consideration
1.4M
Verified Views
94%
Completion
3.8x
ROAS

Challenge

Cut through a crowded gaming launch cycle and reach families plus 16-34s in a context where they were already primed to play, not skip

Solution

A takeover across Check-In, Lane and Bar Back screens sequenced the creative to the customer journey, with Zero-Party Data retargeting via email and social after the visit

Outcome

Independent brand lift research showed a +41% shift in consideration and a +28% lift in unaided recall versus a matched national control

Before / After

The Numbers
Moved

Independent measurement, pre and post-campaign. Matched panels, exposed venues vs national control

Unaided Brand Recall

+127%
Before0.0%
After RMR0.0%

Pre vs post-campaign (matched panel)

Purchase Consideration

+132%
Before0.0%
After RMR0.0%

Lift among 16-34s in exposed venues

Verified Views

+312%
Before0K
After RMR0K

Baseline month vs campaign month

Return on Ad Spend

+280%
Before0.0x
After RMR0.0x

Media-attributed sales index

Campaign
Media

Nintendo takeover in gaming area
Gaming area takeover, mid-visit
Nintendo Check-In screen creative
Check-In: first moment of the visit
Nintendo lane screen sequencing
Lane screens sequenced across the game

Build your own result

Start a Conversation