Magnum Pleasure Hunt 2: bigger, bolder sequel

Last year, to launch the all new Magnum Temptation Hazelnut ice-cream, Swedish agencies Lowe Brindfors and B-Reel created an advergame, a branded game built to promote a product, called “Magnum Pleasure Hunt Across The Internet”. In the game, players are taken across 20 well known websites as they collect Bon Bons, the special ingredient of the Magnum Temptation Hazelnut ice-cream.

Since the game did exceedingly well, Magnum and team came up with round 2, enhanced with 3D graphics. This time players were taken on a run in New York, made to fly over Paris, and surf the waves in Rio De Janeiro, using a map and street-view style interface as the playground.

What changes from round 1 to round 2

The first game is a browser-bending sprint that treats the wider internet as a set of levels. The sequel shifts the same chase mechanic into city environments, with more depth, more spectacle, and clearer “set pieces” you can remember after one play.

In global FMCG brand launches, advergames like this work when they turn “a product promise” into a simple, replayable challenge people can explain in one sentence.

The real question is whether your sequel escalates the world without changing the one rule people already learned.

  • Round 1: web-hopping levels and Bon Bons as the core collectible.
  • Round 2: city-based runs plus a stronger 3D feel for movement, obstacles, and momentum.

Why it lands: it feels like discovery, not advertising

This is not a microsite you click once and forget. It is designed as a time-and-score loop. You play again to improve your route, your timing, and your collection count, and that repeat play is where the brand association gets built. It also matches Magnum’s “pleasure seeking” positioning with a mechanic that is literally a hunt. Because the loop rewards replay with visible improvement, the hunt association gets reinforced without asking the player to read a product pitch.

Extractable takeaway: When the brand promise is an action verb, make that verb the gameplay loop, and make replay the fastest way to feel the promise again.

The smart brand logic behind the Bon Bons

Bon Bons are a neat choice because they let the product story travel inside the gameplay. You are not only collecting points. You are collecting the “ingredient” that makes the new variant feel specific, even if you never read a product description.

I think it is a great follow up to the first version. Magnum Pleasure Hunt 2 could be experienced at www.pleasurehunt2.mymagnum.com.

Sequel campaign rules worth copying

  • Keep the core rule the same. Sequel energy comes from familiarity, then escalation.
  • Upgrade the world, not the instructions. New environments create novelty without re-teaching the game.
  • Build signature moments. New York, Paris, and Rio act like memorable chapters, not just backgrounds.
  • Make it easy to share a result. If the outcome is a score or time, people instantly understand what “good” looks like.

A few fast answers before you act

What is Magnum Pleasure Hunt?

It is a branded advergame where players chase and collect Magnum Bon Bons, originally by racing across well known websites as game levels.

What is different about Magnum Pleasure Hunt 2?

The sequel moves the action into city environments, adds a more cinematic 3D feel, and turns New York, Paris, and Rio into distinct stages of the chase.

Why does the “hunt” mechanic fit the Magnum brand?

Because it translates the idea of “pleasure seeking” into a simple action loop. Keep moving, keep collecting, keep chasing the next reward.

What makes an advergame replayable enough to matter?

Clear scoring, short rounds, and visible improvement. If players can beat their own time or score, they come back.

What is one practical takeaway for marketers?

If you plan a sequel, keep the rules familiar and escalate the world. That is how you get “new” without losing the audience you already earned.

Vodafone: Buffer Busters AR Monster Hunt

The pitch is familiar: “fastest network.” The execution is not. Vodafone Germany turns the claim into a street-level AR game where your city becomes the arena and “Buffer Monsters” become the enemy.

You walk around with an iPhone or Android smartphone, spot the monsters through the camera view, and capture them. Once you’ve banked 50, you take them to a nearby Vodafone store to “dump” them and keep playing. Top performers compete for a lifetime plan.

Gamified AR is a neat way to convert an abstract network promise into something people can experience with their own movement and time.

Turning buffering into a villain you can catch

The smartest move here is the metaphor. “Buffering” is a universal pain, so the campaign gives it a face, then gives you a job: remove slowness from the streets.

That story does two things at once. It makes the “fast network” positioning emotionally legible. It also creates a reason to keep playing beyond novelty, because the monsters represent a real frustration.

The mechanic: capture loop, then a store-based reset

The gameplay loop is intentionally simple:

  • Discover: find monsters while moving through real locations.
  • Capture: use the phone view to trap them.
  • Capacity cap: collect up to 50 before you hit the limit.
  • Reset in retail: visit a Vodafone store to unload the bank and continue.

The cap is not just game balance. It is the bridge to the business goal: repeat footfall into stores without making the experience feel like a coupon hunt.

In German consumer telecom marketing, a speed claim becomes believable when people can test it with their own time and movement.

The real question is whether you can turn an abstract promise into a repeatable challenge people want to complete and retell.

Why it lands: it makes speed social and competitive

This works because it turns “my network is fast” into a contest people can prove with their own time and movement. Players are not only consuming a message. They are choosing when to play, where to hunt, and how hard to push the leaderboard, which makes the brand message feel earned rather than delivered.

Extractable takeaway: When your promise is hard to verify, build a simple loop that lets people demonstrate it, then let competition and viewer control do the persuasion.

What Vodafone is really optimizing for

On the surface, it is an AR advergame, meaning a branded game built to carry a marketing message through play. Underneath, it is a store traffic engine plus a positioning reinforcer. The store visit is framed as part of the fantasy, so retail becomes a checkpoint, not an interruption.

It is also a clean way to recruit advocates. The people who do best are the ones most likely to talk about it, because the game gives them a score they can brag about.

Steal this capture loop for your next launch

  • Personify the pain point so the product promise has an enemy to defeat.
  • Add a capacity cap to create natural “reset moments” that map to business actions.
  • Make the brand touchpoint a checkpoint, store, event, or partner location, not a forced detour.
  • Design for retell, “I caught 50 monsters and had to dump them at a store” is a complete story.

The TVC supporting the initiative is also well done, and helps explain the mythology quickly for people who never touch the app.


A few fast answers before you act

What is Buffer Busters, in one line?

An AR street game from Vodafone Germany where you hunt “Buffer Monsters” with your phone, then reset your collection by unloading them at Vodafone stores.

Why does the “50 monsters” limit matter?

It creates a loop. Players hit a cap, then have a reason to visit a store to continue, which turns gameplay momentum into retail footfall.

What business problem does this solve beyond awareness?

It converts a network claim into participation, drives repeat store visits, and builds competitive motivation through leaderboards and prizes.

What makes the story-device strong here?

Buffering is a universal frustration. Turning it into a villain gives the “speed” promise a concrete, memorable meaning.

What is the biggest failure mode for AR hunts like this?

Friction. If discovery is unreliable, capture feels inconsistent, or permissions and setup are confusing, people drop before the loop becomes rewarding.