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All projectsCAPERMINT / CASE STUDIESBrand gamification

CAPERMINT / BRAND GAMIFICATION

Tata 1mg.

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.

Tata 1mg original project artwork
Original project artworkTata 1mg
Client experienceTata 1mg campaign
ScopeMarketing game & rewards
InteractionTap-to-jump gameplay
Delivery stagesConcept through support

THE PROJECT

Give people a reason to take part.

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.

Encourage participation

Give visitors an interactive reason to spend time with the campaign.

Express the brand theme

Use health-related visual cues and game elements to connect play with the campaign’s message.

Connect play to a reward

Make the journey from instructions to gameplay and the campaign outcome easy to follow.

PRODUCT VISUALS

The campaign, from instructions to reward.

Original Tata 1mg campaign mockups from Capermint’s case study. Any offers displayed inside the artwork are historical campaign content.

Tata 1mg campaign how-to-play screen
A short introduction to play
Tata 1mg tap-to-jump game with health-themed obstacles
The campaign game in action
Tata 1mg campaign social participation instructions
The social participation flow
Tata 1mg historical game reward screen
The campaign reward moment

THE EXPERIENCE

A short game with a clear next step.

The campaign combines a lightweight play loop with instructions, reward information and an optional social participation path.

Learn the interaction

Read the short how-to-play screen before starting the game.

Tap and navigate

Keep the character moving past obstacles and collect power-ups during the run.

See the reward

The original campaign connects game participation and score to a promotional reward screen.

Join the wider campaign

The published flow includes contest artwork and instructions for social participation.

CHALLENGES & SOLUTIONS

Make the campaign easy to join and easy to understand.

The design challenges below are an analysis of the published features and interface, rather than a record of undocumented production incidents.

Reaching visitors who are not regular gamers

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.

Keeping the game connected to the brand

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.

Explaining what happens after play

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.

Preparing the campaign for rollout

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 compact campaign with a complete journey.

Tap-to-jump play

A lightweight interaction forms the heart of the marketing game.

Health-themed visuals

Characters, obstacles and collectible imagery support the campaign theme.

Power-ups and scoring

Collectible game elements contribute to the play-and-score loop.

Onboarding instructions

A dedicated how-to-play screen introduces the experience.

Campaign rewards

The historical scope includes a coupon or promotional reward following play.

Social participation

The original designs show contest-image and sharing instructions.

DOCUMENTED DELIVERY STAGES

From campaign idea to supported rollout.

Capermint’s source identifies four delivery stages for this project.

Idea generation

Define a marketing game and gamification strategy suited to the campaign.

Design and development

Create the game elements and connect the play experience to health-themed messaging.

Soft launch

Use a limited launch to review the experience and identify bugs or errors.

Rollout and support

Launch the campaign and provide the post-launch services described in the case study.

DESIGN & USABILITY

A friendly visual language with a focused action.

Light blue screens, coral action buttons and playful illustrations give the campaign a consistent character.

One main action

Prominent buttons guide the user from instructions to play and onward to the campaign outcome.

A recognizable brand setting

Tata 1mg marks and a consistent palette connect the game to its host experience.

A visual explanation

Character motion, obstacles and reward artwork explain the campaign through the experience itself.

OUTCOMES & IMPACT

A brand campaign people could play.

The documented result is a gamified participation journey, supported by original screen designs and a published delivery process.

Participation

A playable interaction turns passive campaign viewing into an activity.

Brand context

Health-themed art connects the game to Tata 1mg’s campaign setting.

A complete journey

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

A closer look
at Tata 1mg.

Did Capermint build the whole Tata 1mg app?

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.

What was the objective?

The source states an objective of enhancing engagement in the mobile app through gamification and supporting a promotional campaign.

How did the game work?

The documented mechanic is tap-to-jump play, with obstacles and power-ups contributing to the score.

Can I claim the offer shown in the screenshots?

The screenshots document a past campaign. The displayed offers are historical artwork, not a current promotion.

What do the store links open?

They open the official Tata 1mg healthcare app. The specific campaign’s availability within the current app is not confirmed.

LET’S BUILD YOUR NEXT EXPERIENCE.

Give your next campaign something to play.

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