Manage cookies
We use cookies to provide the best site experience.
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.
en
Our Services
about jam style
Why Us
contact us
Careers
Project Showcase

Project Showcase

DISCOVER HOW OUR ⠀CUSTOMIZED GAMIFICATION SOLUTIONS⠀ ARE TRANSFORMING BUSINESS STRATEGIES AND DRIVING RESULTS

en
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

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

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

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