Manage cookies
We use cookies to provide the best site experience.
Accept All
Cookie Settings
Manage cookies
Cookie Settings
Cookies necessary for the correct operation of the site are always enabled.
Other cookies are configurable.
Essential cookies
Always On. These cookies are essential so that you can use the website and use its functions. They cannot be turned off. They're set in response to requests made by you, such as setting your privacy preferences, logging in or filling in forms.
Analytics cookies
Disabled
These cookies collect information to help us understand how our Websites are being used or how effective our marketing campaigns are, or to help us customise our Websites for you. See a list of the analytics cookies we use here.
Advertising cookies
Disabled
These cookies provide advertising companies with information about your online activity to help them deliver more relevant online advertising to you or to limit how many times you see an ad. This information may be shared with other advertising companies.
OUR SERVICES
MARKETING
PRODUCT
HR
TELEGRAM & TON
ABOUT JAM STYLE
WHY US
CONTACT US
CAREERS
En
Ru
en
about jam style
Why Us
contact us
Careers
Our Services
Our Services
about jam style
Why Us
contact us
Careers
MARKETING
PRODUCT
HR
TELEGRAM & TON
EN
RU
Project Showcase
Project Showcase
DISCOVER HOW OUR ⠀
CUSTOMIZED GAMIFICATION SOLUTIONS
⠀ ARE TRANSFORMING BUSINESS STRATEGIES AND DRIVING RESULTS
en
about jam style
Why Us
contact us
Careers
Our Services
Our Services
about jam style
Why Us
contact us
Careers
results:
Bright advertising campaign with viral effect
Conversion rates exceeded planned metrics by 60%
Average user engagement in the promotion lasted 3 days in a row
Present Box 2.0
Development Time:
⠀6 weeks
Users made purchases above a certain amount to open a gift box in the app
The value of gifts increased daily
Users shouted into the phone's microphone to open the box
Play the game
Goal:
⠀Create a unique viral mechanic to ensure high conversion and retention during promotional events
For:⠀
Partner under NDA
Area:
⠀
E-Commerce | Marketing
Time of Opportunities
Based on the popular game «Among Us», a complex gamification was created where users performed tasks related to banking transactions
Points were awarded for completing the tasks, with the overall winner receiving a new gaming console
results:
Employee engagement exceeded 50% across all departments
1300 unique users on the first day of the game's launch
Average duration of a game session – 13 minutes
Development Time:
⠀16 weeks
Goal:
⠀Develop a gamified competitive mechanic for Gazprom ank's anniversary to engage all employees nationwide
For:⠀
GazpromBank
&
Infografika Agency
Play the game
Area:
⠀Banking | HR
Atomic Trip
Players completed situational and test tasks related to the atomic fleet, with successful participants encouraged to submit resumes
Even the headgear and clothing choice at the very beginning of gamification was one of the tasks in the whole chain
results:
Hundreds of relevant resumes collected
The viral effect on social media remained for over a full year after the release
Development Time:
⠀12 weeks
For:⠀
Rosatom
&
HeadHunter
Goal:
⠀As part of the Best Employer of the Year campaign on HH.ru, Rosatom asked our team to engage job seekers with a unique gamified experience
Play the game
Area:
⠀Industrial | HR
results:
⠀The game attracted over 100,000 daily active users
Development Time:
⠀16 weeks
Discount Tree
Participants grew and cared for "discount trees"
Coupons were harvested and used for purchases on the platform
Goal:
⠀Engage users through a "farm" mechanic to utilize various discounts and coupons on the platform
For:⠀
Partner under NDA
Area:
⠀
E-Commerce | Marketing
Dobry Kids
A memory-based game for children, using the «Memo» mechanic
The game was designed to be engaging and encouraged users to return and play multiple times by associating gameplay with product purchases
results:
⠀Increased user interaction with the brand, with a noticeable improvement in repeated participation
Development Time:
⠀4 weeks
For:⠀
Добрый (Dobry)
Goal:
⠀Create a marketing game to support the Добрый brand’s promotion and increase engagement through gamification
Play the game
Area:
⠀FMCG | Marketing
Too Late to Be Afraid
An interactive detective game based on the mechanics from the game Reigns
The game was designed to make users curious about the continuation of the story in the book, encouraging them to read further
results:
⠀The game successfully increased user interest in the book, with positive feedback on its engaging story and interactive elements
Development Time:
⠀3 weeks
For:⠀
Bookmate
&
promoage
Goal:
⠀Сreate a marketing game to promote the book “Too Late to Be Afraid” by Shamil Idiatullin and increase user engagement
Play the game
Area:
⠀Publishing, Literature | Marketing
Kyykka
A browser-based gamification of the authentic game Kyykka, accessible from any device
Players could learn about the sport and try their skills in three difficulty modes
results:
⠀Thousands of users played the game
Development Time:
⠀12 weeks
For:⠀
Federation of Gorodki Sports of the Republic of Karelia
Goal:
⠀Engage a younger audience in offline tournaments of the national historical sport Kyykka
Area:
⠀Education & Sports | Marketing
Play the game
Defi Racer
The game featured three main mechanics: a racing event, a garage for upgrading and purchasing cars, and a leaderboard
Players competed in races, striving to upgrade their cars and reach the top of the leaderboard
The beta version was released one week before the first tournament to fine-tune the game mechanics
results:
⠀Over 1,000 active users participated in the tournaments, with prizes worth over $10,000 awarded
Development Time:
⠀12 weeks
For:⠀
1Inch
Goal:
⠀
Create an engaging gamified experience to boost community engagement and loyalty for 1 Inch during the Christmas holidays
1Inch's own coins were raffled off as prizes, which should increase the appeal of the coin among the crypto community
Play the game
Area:
⠀FinTech | Marketing
Mi Bunny Ride
Involving game with simple controls and complex mechanics, created according to the principles of «easy to learn, hard to master»
Implemented leaderboard and personal record system. The first commercial project of our agency
results:
⠀
The project was successfully realized in a short time
Several thousand game sessions have been conducted in gamification for the whole time
More than a thousand unique users tried their hand at the game
Development Time:
⠀4 weeks
For:⠀
Xiaomi Russia
&
PRT Agency
Goal:
⠀Engage users in a fun gamified experience to increase brand loyalty and engagement
Play the game
Area:
⠀Technology, Retail | Marketing
Burning Man Online
results:
⠀
The event ran without technical issues, successfully capturing the essence of the physical event
The Burning Man effigy was burned right on time!
Two technological stacks integrated (“Pixi + Player io” and “React + Google Firestore”), to ensure stability and technical performance
Authentic objects like art cars and fire barrels were added to replicate the offline event atmosphere in the online version
Development Time:
⠀12 weeks
For:⠀
Sparkle Verse
Goal:
⠀Improving the stability of the immersive online platform for Burning Man Online 2021; additional effects to the gameplay part of the platform
Area:
⠀Events | Product
Sibur Run
Simple gamification that helped Sibur collect relevant resumes
During the game, participants collected elements symbolizing Sibur's values in the air
results:
⠀
The gamification has had a wide viral effect on social networks
Several hundred relevant resumes collected
Development Time:
⠀6 weeks
For:⠀
Sibur
&
HeadHunter
Goal:
⠀Engage job seekers through a simple gamified experience representing Sibur's values
Play the game
Area:
⠀Industrial | HR
Kickin’ It
Users competed in a game to win tickets to the European Football Championship
results:
⠀
In total, about 100,000 users participated in gamification
Almost 25% received promo codes for shopping in Boohooman online store as a prize
Development Time:
⠀6 weeks
For:⠀
Boohooman UK
Play the game
Goal:
⠀Increase user engagement and conversion through a football-themed game
Area:
⠀E-Commerce | Marketing
results:
⠀High user participation and increased sales
Flying Express
Development Time:
⠀6 weeks
Users participated in a Flappy Bird-like game, collecting coins to use as discounts and coupons
Goal:
⠀Attract and retain users through a gamified promotional event
For:⠀
Partner under NDA
Area:
⠀
E-Commerce | Marketing
Play the game
Present Box 1.0
Users opened gift boxes by meeting certain conditions, with the value of gifts increasing daily
results:
⠀
The number of participants increased by more than 25% compared to previous promotions
The average check increased by more than 500 rubles
Development Time:
⠀6 weeks
For:⠀
Partner Under NDA
Goal:
⠀Increase average check and number of event participants through a unique gift-opening mechanic
Area:
⠀E-Commerce | Marketing
Our Services
About Jam Style
Why Us
contact us
Careers
Our Services
About Jam Style
Why Us
contact us
Careers