Encourage participation
Give visitors an interactive reason to spend time with the campaign.
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CAPERMINT / BRAND GAMIFICATION
Turn a brand visit into a playful moment.
A health-themed marketing game that brings tap-to-jump play, campaign rewards and a social participation journey into the Tata 1mg experience.
These links open the main Tata 1mg healthcare app. The campaign documented here is a past gamification project; its current availability is not confirmed.

THE PROJECT
Tata 1mg’s brief was to enhance engagement within its mobile experience through gamification. The campaign paired a simple marketing game with health-themed imagery, score-based participation and a reward journey connected to a sale.
Capermint’s published scope covers the campaign idea, game design and development, a limited launch, and rollout support. The work described here is the gamification experience within that broader brand context, rather than the development of Tata 1mg’s entire healthcare platform.
The game uses tap-to-jump interaction, obstacles labeled with health themes and collectible power-ups. Instructions, campaign-sharing screens and a reward screen turn a short play session into a complete promotional journey.
Give visitors an interactive reason to spend time with the campaign.
Use health-related visual cues and game elements to connect play with the campaign’s message.
Make the journey from instructions to gameplay and the campaign outcome easy to follow.
PRODUCT VISUALS
Original Tata 1mg campaign mockups from Capermint’s case study. Any offers displayed inside the artwork are historical campaign content.
THE EXPERIENCE
The campaign combines a lightweight play loop with instructions, reward information and an optional social participation path.
Read the short how-to-play screen before starting the game.
Keep the character moving past obstacles and collect power-ups during the run.
The original campaign connects game participation and score to a promotional reward screen.
The published flow includes contest artwork and instructions for social participation.
CHALLENGES & SOLUTIONS
The design challenges below are an analysis of the published features and interface, rather than a record of undocumented production incidents.
THE CHALLENGE
A brand campaign cannot assume familiarity with complex game controls.
THE RESPONSE
The published experience uses a tap-to-jump mechanic and a dedicated instruction screen.
Why it mattersThe interaction can be explained quickly before play begins.
THE CHALLENGE
A generic mini-game could distract from the campaign’s purpose.
THE RESPONSE
Health-themed obstacles, collectible items and Tata 1mg branding connect the visuals to the campaign.
Why it mattersThe promotional experience retains a recognizable brand context.
THE CHALLENGE
Users need a clear transition from a game score to the campaign reward.
THE RESPONSE
The original design includes a dedicated outcome screen and a visible next action.
Why it mattersThe reward journey feels like part of the experience instead of an unrelated offer.
THE CHALLENGE
A time-sensitive marketing launch needs opportunities to identify problems before wider release.
THE RESPONSE
Capermint’s documented stages include a limited soft launch for experience and bug checks, followed by rollout and support.
Why it mattersThe delivery plan includes validation before broader campaign exposure.
PRODUCT FEATURES
A lightweight interaction forms the heart of the marketing game.
Characters, obstacles and collectible imagery support the campaign theme.
Collectible game elements contribute to the play-and-score loop.
A dedicated how-to-play screen introduces the experience.
The historical scope includes a coupon or promotional reward following play.
The original designs show contest-image and sharing instructions.
DOCUMENTED DELIVERY STAGES
Capermint’s source identifies four delivery stages for this project.
Define a marketing game and gamification strategy suited to the campaign.
Create the game elements and connect the play experience to health-themed messaging.
Use a limited launch to review the experience and identify bugs or errors.
Launch the campaign and provide the post-launch services described in the case study.
DESIGN & USABILITY
Light blue screens, coral action buttons and playful illustrations give the campaign a consistent character.
Prominent buttons guide the user from instructions to play and onward to the campaign outcome.
Tata 1mg marks and a consistent palette connect the game to its host experience.
Character motion, obstacles and reward artwork explain the campaign through the experience itself.
OUTCOMES & IMPACT
The documented result is a gamified participation journey, supported by original screen designs and a published delivery process.
A playable interaction turns passive campaign viewing into an activity.
Health-themed art connects the game to Tata 1mg’s campaign setting.
Instructions, gameplay, rewards and sharing form a connected experience.
Engagement and conversion were campaign objectives. No campaign analytics were supplied to quantify uplift or attribute changes in sales or health behavior.
PROJECT QUESTIONS
This case study covers the published gamification campaign: its marketing game, supporting screens, rewards and delivery stages. It does not claim development of the full healthcare platform.
The source states an objective of enhancing engagement in the mobile app through gamification and supporting a promotional campaign.
The documented mechanic is tap-to-jump play, with obstacles and power-ups contributing to the score.
The screenshots document a past campaign. The displayed offers are historical artwork, not a current promotion.
They open the official Tata 1mg healthcare app. The specific campaign’s availability within the current app is not confirmed.