Zepto Gamification Advertising
Gamification turns the post-order moment into something the customer plays: a scratch card, a spin, a reward to open. They opt in rather than being interrupted, and the brand is what they find when they do.
That consent is why it returns 17.5-25% engagement, by far the highest in the catalogue and an order of magnitude above any display unit. It is built to order for each campaign and bought by the day or as a fixed placement, so the lead time is longer than a banner buy and the result is a branded experience rather than a placement.
Before you book
Before you book
Why brands buy the Gamification
17.5-25% engagement
By far the highest rate in the catalogue, because the customer opts in.
A reward, not an interruption
The customer chooses to open it, in a moment when they are already pleased.
After the sale
Reaches a buyer who has just bought, which is the cheapest moment to reach them again.
Built around your campaign
Made to order rather than dropped into a template.
Plan the lead time
A build rather than a banner, so it needs longer than a display buy.
- Placement
- Runs after an order is placed on Zepto, as a scratch card, a spin or a reward the customer chooses to open.
- Objective
- Earn attention after the sale instead of interrupting to get it.
