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IN-GAME AUDIO · BRAND AWARENESS

Sooper Turned a Biscuit Ad Into a Game

Sooper Turned a Biscuit Ad Into a Game

849,889 people saw a Sooper biscuit while playing their favourite mobile games. 56,288 of them stopped to play. Average session: 19.8 seconds. This is what it looks like when advertising becomes entertainment.

Sooper interactive memory tile game campaign in Pakistan featuring branded biscuit tiles inside a mobile game experience.
Sooper interactive memory tile game campaign in Pakistan featuring branded biscuit tiles inside a mobile game experience.

Client

EBM Pakistan (Peak Freans)

Agency

Starcom

Duration

12–30 September 2024

Date

Aug 22, 2025

Format

Gamified Rich Media — Memory Tile Game

Impression Goal

2,500,000

Brand

Sooper Classic Chocolate — "The Nation's Favourite"

Inventory Partner

MediaSmart DSP

Delivered

2,515,670 (+25.8% overdelivery)

Client

EBM Pakistan (Peak Freans)

Brand

Sooper Classic Chocolate — "The Nation's Favourite"

Format

Gamified Rich Media — Memory Tile Game

Duration

12–30 September 2024

Delivered

2,515,670 (+25.8% overdelivery)

Date

Aug 22, 2025

Agency

Starcom

Inventory Partner

MediaSmart DSP

Impression Goal

2,500,000

Client

EBM Pakistan (Peak Freans)

Date

Aug 22, 2025

Brand

Sooper Classic Chocolate — "The Nation's Favourite"

Agency

Starcom

Format

Gamified Rich Media — Memory Tile Game

Inventory Partner

MediaSmart DSP

Duration

12–30 September 2024

Impression Goal

2,500,000

Delivered

2,515,670 (+25.8% overdelivery)

The Challenge

EBM's Sooper — Pakistan's beloved Classic Chocolate biscuit brand and self-described "Nation's Favourite" — needed to drive brand recall among Pakistani mobile users without resorting to the standard display-and-pray media approach. The brief was to reach a mass audience across the mobile gaming ecosystem in Pakistan with a creative format that was genuinely engaging, not just viewable.

The challenge of running brand advertising inside mobile games is standing out in an environment designed to capture and hold attention. A static banner inside a game that is already visually stimulating generates low recall and even lower engagement. The brief required something that could compete with the game itself for a few seconds — creating a brand moment that the audience chose to participate in rather than tolerate.

The commercial objective was brand salience: getting Sooper into the active consideration set during snacking occasions by creating a memorable brand interaction. The format needed to run across Pakistan's most popular mobile gaming apps — Ludo King, Candy Crush, Bird Sort 2, Cricbuzz — and deliver an engagement metric that standard display simply cannot.

Sooper campaign challenge showing the difficulty of capturing attention with traditional display advertising among mobile gaming audiences in Pakistan.

The Solution

Happy Ads designed the Sooper Memory Game — a flip-the-tile card-matching experience where users match pairs of Sooper biscuit packaging images. The mechanic is classic memory game gameplay: all tiles face down, players flip two at a time to find matching Sooper pairs, with a timer creating mild urgency. Every tile, every match, every visual element in the experience was Sooper-branded — the game world was entirely built from the Sooper brand palette.

The game ran as a gamified rich media ad unit across an extensive app list including Ludo King, Candy Crush Soda Saga, Talking Tom Hero Dash, Cricbuzz, Subway Runner, CapCut, imo, and 10+ additional apps via MediaSmart DSP. The campaign ran from September 12–30, 2024 — 18 days of nationwide distribution. Inventory was selected to reach Pakistan's broadest mobile audience across gaming, utility, and entertainment categories.

The campaign exceeded its 2.5M impression goal, delivering 2,515,670 impressions — a 25.8% overdelivery. Of the 849,889 unique users reached, 56,288 (6.6%) stopped scrolling to actively play the game. The 2.3% engagement rate sits in the "Strong" performance band, with an average of 14 tile flips per player demonstrating genuine gameplay interaction rather than accidental clicks.

Sooper Memory Game solution showing a branded mobile tile-matching experience designed to turn advertising into interactive entertainment.

Key Results

2.51M

Impressions Delivered (+25.8%)

849K

Unique Users Reached

56K+

Players Who Actually Played

2.3%

Engagement Rate (Strong band)

Key Insights

01

56K Players Is Not a Click Metric — It's a Brand Participation Metric

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

The difference between a standard display click and a gamified rich media engagement is intent depth. A display click is a reflex. Playing 14 rounds of a memory game with a Sooper biscuit is a conscious brand interaction that creates episodic memory — the kind of memory that drives brand recall at the shelf. The 56,288 Sooper Memory Game players averaged 19.8 seconds of active brand engagement. No display campaign in Pakistan produces a comparable attention metric.

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

The Best App Lists for FMCG Are Not Just Gaming Apps

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

The Sooper campaign ran across a deliberately mixed app inventory: games (Ludo King, Bird Sort 2, Bubble Shooter), utility apps (CapCut, imo), and entertainment (Dailymotion, Cricbuzz). The engagement rate held across all categories, proving that the gamified rich media format — when the mechanic is simple and the reward is the game itself — transcends app context. Users engaged with the Sooper Memory Game whether they were editing a video in CapCut or playing Talking Tom Hero Dash.

03

25.8% Impression Overdelivery: The Data-Driven Media Advantage

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

Delivering 2.515M impressions against a 2.5M goal is not luck — it reflects MediaSmart DSP's programmatic optimisation running throughout the campaign. Underperforming placements were rotated out in real time. Top-performing apps received weighted volume. The result was a 25.8% overdelivery on the planned impression target, giving Sooper additional brand reach at no incremental cost. This is the operational advantage of running programmatic with a DSP partner versus direct-buy remnant inventory.

Happy Ads creative and advertising innovation company team visual