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Cocomo’s First-Ever FMCG In-Game Audio Play

Cocomo’s First-Ever FMCG In-Game Audio Play

EBM's Cocomo reached 1.5M impressions of Pakistan's gamer audience during gameplay — the one moment every other ad format can't reach.

Client

EBM Pakistan

Format

In-Game Audio Advertising

Dayparting

7pm–11pm (Peak Gaming Window)

Date

Nov 6, 2025

Platform

Audiomob

Market

Pakistan — Nationwide

Brand

Cocomo

Target Audience

Male Gamers, 16–24, Pakistan

Client

EBM Pakistan

Brand

Cocomo

Platform

Audiomob

Dayparting

7pm–11pm (Peak Gaming Window)

Date

Nov 6, 2025

Format

In-Game Audio Advertising

Target Audience

Male Gamers, 16–24, Pakistan

Market

Pakistan — Nationwide

Client

EBM Pakistan

Date

Nov 6, 2025

Brand

Cocomo

Format

In-Game Audio Advertising

Platform

Audiomob

Target Audience

Male Gamers, 16–24, Pakistan

Dayparting

7pm–11pm (Peak Gaming Window)

Market

Pakistan — Nationwide

The Challenge

Cocomo needed to reach Pakistan's 16–24 male demographic — a cohort that has effectively abandoned traditional digital advertising. They don't watch linear TV. They skip pre-rolls in the first 3 seconds. Their social feeds are algorithmic mazes that deprioritise brand content. And they spend 2–4 hours daily in mobile games, in a completely advertising-free environment.

The brief was direct: get inside the gaming moment with a brand message, without interrupting the gameplay experience, and prove it with real engagement data. Standard display formats running in gaming apps were producing 0.1–0.5% CTRs — the industry floor. Standard pre-roll video was being skipped before the brand name appeared on screen.

The specific audience profile made the challenge harder: young male gamers are precisely the demographic most resistant to intrusive advertising. Any format that felt like an interruption would produce skip rates that defeated the investment. Cocomo needed a format that worked with the gamer's psychology, not against it.

The Solution

Happy Ads introduced Cocomo to in-game audio advertising through our Audiomob partnership — making this Pakistan's first in-game audio buy by any FMCG snack brand. The format places audio during natural gameplay pauses or loading screens: the gamer's eyes are on the screen, their attention is in the game, and the Cocomo jingle arrives in a moment of audio space rather than as an interruption.

Targeting was configured to mobile gamers aged 16–24 with dayparting focused on 7pm–11pm — the peak gaming window in Pakistan. Audiomob's brand-safe inventory was filtered to exclude games rated 18+ to protect Cocomo's family-friendly brand positioning. Real-time listen-through rate optimisation ran throughout the campaign: placements generating higher LTR in the first 48 hours received weighted frequency increases.

The campaign delivered 1.5M+ impressions nationwide with an 82.29% listen-through rate — meaning more than 8 in 10 gamers who received a Cocomo audio ad heard the complete brand message. The 3.09% nationwide CTR is not a benchmark — it is a proof point for a format that was previously absent from Pakistan's advertising ecosystem entirely.

Key Results

1.5M+

Total Impressions

82.29%

Listen-Through Rate

3.09%

Nationwide CTR

First

FMCG In-Game Audio Buy in Pakistan

Key Insights

Listen-Through Rate Proves Attention — Not Just Delivery

Listen-Through Rate Proves Attention — Not Just Delivery

Gamers Don't Skip What They Can't See

Gamers Don't Skip What They Can't See

Mobile Gaming Is Pakistan's Untapped Prime Time

Mobile Gaming Is Pakistan's Untapped Prime Time