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Candyland Motherbrand: 85.7% Listen-Through Rate, 1.4M Impressions When Pakistan's Biggest Confectionery Brand Found the Audience That Can't Skip

Candyland Motherbrand: 85.7% Listen-Through Rate, 1.4M Impressions When Pakistan's Biggest Confectionery Brand Found the Audience That Can't Skip

Candyland ran Pakistan's most advanced in-game audio campaign to date. The gamer audience listened. Then they clicked at 1.8%. Here's the full story.

Client

Candyland Pakistan

Format

In-Game Audio Advertising

Top City

Hyderabad (2.62% CTR)

Date

Nov 6, 2025

Platform

Audiomob

Top App

Gangstar Vegas: World of Crime (99.86% LTR)

Brand

Candyland Motherbrand

Campaign Period

Q1'26 – Q2'26 (2026)

Frequency

5.72× per unique user

Client

Candyland Pakistan

Brand

Candyland Motherbrand

Platform

Audiomob

Top City

Hyderabad (2.62% CTR)

Frequency

5.72× per unique user

Date

Nov 6, 2025

Format

In-Game Audio Advertising

Campaign Period

Q1'26 – Q2'26 (2026)

Top App

Gangstar Vegas: World of Crime (99.86% LTR)

Client

Candyland Pakistan

Date

Nov 6, 2025

Brand

Candyland Motherbrand

Format

In-Game Audio Advertising

Platform

Audiomob

Campaign Period

Q1'26 – Q2'26 (2026)

Top City

Hyderabad (2.62% CTR)

Top App

Gangstar Vegas: World of Crime (99.86% LTR)

Frequency

5.72× per unique user

The Challenge

Candyland — Pakistan's largest confectionery group and home to brands like Cocomo, Jubes, and the Candyland Motherbrand — needed to reach a specific audience that conventional digital formats were failing to capture: young mobile gamers aged 16–30 who spend 2–4 hours daily in mobile games and systematically skip or ignore every other form of digital advertising.

This is not a small audience. Pakistan has 50+ million mobile gamers, and the 16–30 cohort represents a disproportionate share of confectionery purchase intent — both personal consumption and household purchasing decisions for families. But the format problem was real: display ads are scrolled past, video pre-rolls are skipped, and social feeds are so cluttered that FMCG brands are competing with hundreds of other advertisers for the same eyeballs.

The brand needed a format that reached gamers during their gaming sessions — not as an interruption, but as a presence inside the experience. And the medium needed to prove its impact with real engagement data, not just impression counts.

The Solution

Happy Ads deployed Candyland Motherbrand on in-game audio advertising via the Audiomob platform — placing audio ads during natural gameplay pauses and loading screens across Pakistan's mobile gaming ecosystem. The format plays audio when the player is already listening — game sound effects, music, and effects already have their attention — but does not interrupt or pause the gameplay. The Candyland jingle and brand message entered the gamer's experience without friction.

The campaign ran across Q1–Q2 2026 with targeting set to Pakistan's mobile gaming audience aged 16–30. Real-time listen-through optimisation identified which gaming environments and time slots delivered the highest LTR (listen-through rate) in the first 48 hours, and weighted delivery toward those contexts for the remainder of the campaign. Hyderabad emerged as the top-performing city with a 2.62% CTR — driven by Gangstar Vegas: World of Crime at 99.86% LTR.

With 1,399,921 impressions delivered to 244,877 unique users at a frequency of 5.72, the campaign achieved deep penetration with its target audience. The 85.71% listen-through rate confirms that the Candyland message was delivered in full to more than 8 in 10 gamers who received the ad — a completion standard that no other audio or video format in Pakistan's mobile landscape matches.

Key Results

1.4M

Total Impressions

85.7%

Listen-Through Rate

1.8%

Click-Through Rate

244K

Unique Users Reached

Key Insights

85.7% LTR: The Format That Gamers Can't Mute (Because They're Already Listening)

85.7% LTR: The Format That Gamers Can't Mute (Because They're Already Listening)

Hyderabad Is In-Game Audio's Hidden Gem in Pakistan

Hyderabad Is In-Game Audio's Hidden Gem in Pakistan

50 Million Mobile Gamers. Zero FMCG Brand Contact. That's the Opportunity.

50 Million Mobile Gamers. Zero FMCG Brand Contact. That's the Opportunity.