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CREATIVE-TECH · GAMIFIED RICH MEDIA

EBM RIO’s Banner Became the Room’s Top Game

EBM RIO’s Banner Became the Room’s Top Game

No app download. No pre-roll. Just an ad unit that 6 in 10 people finished playing — and came back to replay. This is Pakistan's gamified advertising benchmark.

EBM RIO Chocolate Factory gamified rich media campaign showing the interactive biscuit game on a smartphone with campaign performance results.
EBM RIO Chocolate Factory gamified rich media campaign showing the interactive biscuit game on a smartphone with campaign performance results.

Client

EBM Pakistan

Format

Gamified Rich Media — HTML5 In-Banner Game

Target Audience

12–18 Years

Date

Sep 27, 2025

Creative Team

Happy Ads Creative-Tech (Ali & Muneeb)

Industry CTR Benchmark

0.1–0.5% (Standard Display)

Brand

RIO Double Chocolate Biscuits

Market

Pakistan — Nationwide

Client

EBM Pakistan

Brand

RIO Double Chocolate Biscuits

Creative Team

Happy Ads Creative-Tech (Ali & Muneeb)

Target Audience

12–18 Years

Date

Sep 27, 2025

Format

Gamified Rich Media — HTML5 In-Banner Game

Market

Pakistan — Nationwide

Industry CTR Benchmark

0.1–0.5% (Standard Display)

Client

EBM Pakistan

Date

Sep 27, 2025

Brand

RIO Double Chocolate Biscuits

Format

Gamified Rich Media — HTML5 In-Banner Game

Creative Team

Happy Ads Creative-Tech (Ali & Muneeb)

Market

Pakistan — Nationwide

Target Audience

12–18 Years

Industry CTR Benchmark

0.1–0.5% (Standard Display)

The Challenge

RIO Chocolate Biscuits needed to drive brand recall and product awareness among 12–18 year olds — a demographic that is simultaneously Pakistan's most connected and its most ad-resistant. This cohort scrolls past static display at rates that make standard CPM economics unworkable. They skip video in seconds. They have developed near-perfect advertising blindness across the formats most brands are still investing in.

The brief to Happy Ads was clear and difficult: build something they would actually choose to interact with. Not a banner they might notice. Not a pre-roll they might not skip. Something that competed with the games they were already playing — and won enough of their attention to embed the RIO brand in a memorable experience.

The format constraint made it harder: the solution had to live inside a standard rich media ad unit — no custom app, no landing page game, no social media mechanic. Whatever Happy Ads built had to work within the existing programmatic display infrastructure, be served across Pakistan's mobile ad networks, and deliver brand engagement metrics that justified the creative investment.

Teen gamer focused on a mobile game surrounded by skippable digital ads and RIO biscuits, illustrating the challenge of ad blindness among young audiences.

The Solution

The Happy Ads creative-tech team (Ali and Muneeb) designed "Chocolate Factory" — a conveyor belt tapping mechanic where users sort RIO Double Chocolate biscuits coming down an assembly line at increasing speed. The game ran inside a standard HTML5 rich media ad unit with no app download required. Three difficulty levels drove replay: users completing Level 1 were immediately prompted to beat their score at higher speed.

The entire experience was skinned in RIO's brand world: the factory setting used RIO's chocolate colour palette, the products on the conveyor were RIO packaging, and the brand name appeared throughout gameplay without feeling like advertising. Brand exposure was inherent to the game mechanic — you couldn't score without handling virtual RIO biscuits.

The performance numbers rewrote Happy Ads' benchmark book. A 15% interaction rate against the 0.1–0.5% industry CTR for standard display is a 30–150X uplift. A 60% game completion rate for an ad unit that users weren't required to engage with demonstrates voluntary attention at a scale that no passive format can replicate. The replay rate — driven by the three-level difficulty progression — generated multiple brand exposures per session.

RIO Chocolate Factory HTML5 rich media game displayed on a smartphone, featuring an interactive tap mechanic, three difficulty levels and campaign engagement results.

Key Results

60%+

Game Completion Rate

15%

Interaction Rate

150X

vs Display CTR Benchmark

3

Difficulty Levels Driving Replay

Key Insights

01

60% Completion in an Ad Unit Is Not a Campaign Metric — It's a Creative Achievement

207% Delivery at Zero Extra Cost — Why In-Game Overdelivers

Video completion rates of 60% require non-skippable formats and audience captivity. Achieving 60% completion in an optional in-banner game — where the user can close the ad at any point — requires building something users actively want to finish. The "Chocolate Factory" mechanic works because it deploys well-understood mobile game psychology: simple input (tap), variable reward (random biscuit sorting), and a difficulty ramp (3 levels). These are not advertising choices. They are game design choices applied to an ad context.

Mass SMS and batch email blasts with zero personalization. Same promo to a first-time visitor and a loyal customer who's been with you for three years.

02

Brand Exposure That's Inseparable from the Experience

97.65% Viewability — The Format Standard Programmatic Can't Touch

Standard display advertising presents the brand as an interruption. Gamified rich media embeds the brand as the content. In the RIO Chocolate Factory, every game action — every tap, every sort, every level completion — involves handling a virtual RIO product. The player cannot score without engaging with the brand. This is not brand recall through repetition; it is brand recall through participation. Episodic memory formed during active engagement is more durable than memory formed during passive exposure.

03

The Replay Rate Is the Hidden Signal: Ads That Get Replayed Are Ads That Are Enjoyed

3.9× Frequency Is the Science of Brand Memory, Not Just Reach

The RIO Chocolate Factory's replay rate — driven by difficulty level progression — is the metric that separates gamified rich media from every other digital format. Standard advertising is experienced once, passively, and forgotten. A game that 2.7% of initial players deliberately replayed at higher difficulty is an ad experience that created active desire to return. In brand terms, this is the equivalent of earned media: the user chose to re-expose themselves to the brand without being asked.

Happy Ads creative and advertising innovation company team visual