McDonald’s: Pick N’ Play Billboard Game

McDonald’s: Pick N’ Play Billboard Game

You are walking through central Stockholm and a McDonald’s billboard does something unusual. It invites you to play a quick Pong-style challenge on the screen, using your own phone as the controller.

DDB Stockholm has created another interactive outdoor campaign for McDonald’s Sweden called Pick N’ Play. Passers-by use their mobile phones as controllers to play for a chosen McDonald’s treat. If they last for more than 30 seconds, they score a coupon that earns them free fast food at a nearby McDonald’s.

Reportedly, the interaction avoids an app download and instead uses a simple mobile web flow, with proximity checks (via phone location) so only people physically near the screen can play.

Why this one pulls a crowd

The mechanic is instantly legible. Most people recognize Pong in a split second, which lowers hesitation and increases participation. The billboard also creates a public spectacle, which adds social proof and makes stopping feel normal, not awkward.

Extractable takeaway: This is rewarded interactivity, meaning the payoff is gated behind sustained attention instead of a tap. In outdoor, that simple “earn it” rule turns a public glance into a deliberate, measurable action.

What McDonald’s is really buying

The prize is not the point. The real value is a measurable bridge from street attention to store visit. A time-based win condition filters for people who are actually willing to pause, focus, and then act, which makes the coupon a higher-signal trigger than a generic discount blast.

The real question is whether your DOOH idea can turn a public moment into a private, trackable action without adding friction.

In global consumer brands and retail environments, interactive digital out-of-home earns its keep when it connects a public moment of attention to a private, trackable action on a personal device.

Steal these moves for your next DOOH game

  • Use a mechanic people already know. Familiar rules beat clever rules in outdoor contexts.
  • Make the phone the interface. It turns a billboard into a controllable experience and a trackable session.
  • Reward endurance, not clicks. Time-in-game is a simple proxy for real attention.
  • Close the loop fast. A coupon that can be redeemed nearby turns novelty into footfall.

Last year they had challenged pedestrians to take pictures of McDonald’s food to get it for free.


A few fast answers before you act

What makes an interactive billboard work in practice?

An interactive billboard works when the invite is understood in seconds and the first action feels effortless on a phone.

Do you need an app to control a billboard with a phone?

No. Campaigns like this are often built as mobile web experiences so participation is immediate and friction stays low.

How do you stop people from playing remotely?

By verifying proximity. A common approach is using phone location to confirm the player is physically near the screen before the session starts.

Why use a 30-second target?

It is long enough to prove engagement, short enough to feel achievable, and simple enough to explain with one line of copy.

What is the business upside versus a normal coupon?

You get a higher-intent audience. The coupon is earned through attention and action, which tends to correlate with stronger redemption and store visitation.

Reporters Without Borders: QR Codes That Speak

Reporters Without Borders: QR Codes That Speak

You scan a QR code in a magazine ad, then hold your iPhone over a leader’s mouth. A QR code, short for Quick Response code, is a printed shortcut that opens a mobile destination. The mouth starts talking. But it is not the leader’s voice. It is a journalist explaining what censorship looks like in that country.

Print ads are hitting above their weight lately. Recently, you could test-drive a Volkswagen right inside a print ad, thanks to a special app. Now, QR codes are used to get dictators talking in a set of print ads created by Publicis Brussels for the free-press advocacy group Reporters Without Borders (RWB).

In the ads for RWB you scan the QR code with your iPhone and then place the phone over the leader’s mouth. The mouth starts talking, but it turns out to be the voice of a journalist discussing media censorship in that particular country.

Currently there are Gaddafi, Ahmadinejad and Putin versions.

In public-interest and advocacy communication, this kind of print-to-phone interaction works because it turns a static message into a lived moment of contradiction. The “authoritarian voice” is visually present, but the truth comes from someone who is usually silenced.

How the ad “speaks”

The mechanism is a simple overlay. The printed QR code launches a mobile experience, and the phone screen becomes the animated mouth layer when you align it with the face in the ad.

QR codes act as a bridge from paper to a mobile destination. The ad uses that bridge to deliver audio and motion, without needing the page itself to be electronic.

In advocacy and public-interest communication, print-to-phone interactivity works best when it creates a moment of moral contrast, not a tech demo.

The real question is whether the interaction changes what the message means, or just adds motion.

Why this lands harder than a normal poster

The interaction forces you to participate in the message. You physically place your device over the mouth, so you are complicit in “giving a voice”. Then the reveal flips expectations and reframes the act as a statement about censorship. Because the phone screen becomes the moving mouth layer, the reveal is immediate and hard to dismiss. This is a strong pattern for interactive print: make the overlay carry meaning, not novelty.

Extractable takeaway: If the mobile layer can be removed without changing the message, the interaction is optional. Design the overlay so the meaning only exists when the viewer lines it up and activates it.

What to steal for interactive print

  • Make the overlay do meaning work. The phone is not a gimmick. It is the message delivery device.
  • Engineer a single, clear reveal. The twist needs to land in seconds.
  • Design for alignment and clarity. If the user cannot line it up easily, they quit.
  • Keep the outcome unmistakable. Audio plus a visible mouth movement makes the payoff obvious.

A few fast answers before you act

What is the core idea of these Reporters Without Borders print ads?

They use a QR code and a phone overlay to make a leader’s mouth appear to speak, then reveal a journalist’s voice explaining censorship in that country.

Why use QR codes in a print campaign like this?

QR codes create a fast bridge from paper to mobile audio and motion, which lets print deliver a message that feels alive rather than static.

What makes this more than a tech trick?

The interaction supports the meaning. You “activate” speech, then hear the voice of journalism instead of power, which reinforces the theme of suppressed information.

What are the main execution risks?

Poor alignment, slow loading, or unclear instructions. Any friction can break the moment before the reveal lands.

How can brands apply the pattern without copying the politics?

Use print as the stage and mobile as the moving layer. Make the overlay essential to the message, and build toward one clean, immediate reveal.

Black Eyed Peas: BEP360 AR music video

Black Eyed Peas: BEP360 AR music video

The smartest artists in 2011 are starting to behave like brands. Not only by releasing content, but by building experiences around it that fans can actually play with.

BEP360 is a strong example of that thinking. It packages a 360-degree, motion-controlled music video experience around The Black Eyed Peas, designed for iPhone, iPad, and iPod touch.

The core mechanic is simple. You move your device, and the camera view moves with you, giving you viewer control inside the scene. Viewer control here means you choose the camera angle in real time by moving the device. On top of that, BEP360 includes an augmented reality layer triggered by pointing the iPhone camera at the album cover for The Beginning, plus a virtual photo session feature that lets fans stage shots with the band and share them.

In global entertainment marketing, app-based experiences are becoming a practical way to deepen fandom between releases and justify paid content with participation.

The real question is whether you are building a replayable interaction fans control, or just dressing up a single-view clip with novelty features.

It is also an early signal of where “music video” can go when it is treated as a product experience rather than a clip you watch once. The app is billed as a first-of-its-kind 360-degree mobile music video, built under will.i.am’s will.i.apps banner, with augmented reality support via Metaio and 3D360 video technology referenced in early coverage.

Why this is more than a promo gimmick

The best part is the shift from passive viewing to participation. A 360-degree experience creates a reason to replay, because you cannot see everything at once. That replay value is what standard video launches rarely earn.

Extractable takeaway: If the experience gives people control over what they see, replay becomes the point, and that repeat engagement is what turns a launch into something that feels like a product.

What the AR layer adds, and what it does not

The AR trigger is not the main event. It is a novelty layer that extends the universe into the physical world, using the album cover as the marker. The real value is the combination of interactive video plus social output. Fans can create something and share it, which keeps the campaign alive without requiring more media spend.

Fan-first interactive video playbook

  • Give people viewer control. Control creates replay value.
  • Bundle features around one hero action. Here the hero action is “step inside the video”. Everything else supports that.
  • Use AR as an on-ramp, not the whole product. A quick wow moment is fine, but the experience must hold attention afterwards.
  • Design for sharing outputs. Photo sessions and remixable moments extend reach organically.

A few fast answers before you act

What is BEP360?

BEP360 is a Black Eyed Peas iOS app that turns a music video into an interactive 360-degree experience controlled by moving your device, with an added augmented reality layer triggered by the album cover.

What makes the music video “360-degree” in this case?

The camera perspective changes as you rotate or swing the phone, giving you control over where you look inside the scene while the track continues.

How does the augmented reality part work?

You point your iPhone camera at the The Beginning album cover, and the app overlays animated BEP characters and related content on screen.

Why does an app make sense for music marketing?

Because it can bundle interaction, social sharing, and ongoing fan content into one place. It gives people a reason to pay for the experience, not only consume a free clip.

What is the main risk with app-based fan experiences?

Friction. If downloads, device compatibility, or onboarding are annoying, the idea collapses. The experience has to deliver value within seconds.