Two shoppers playing Turkcell's Valentine's Day game on an in-store screen, each holding a phone as a controller
TurkcellCase study

Two players, one screen, a Valentine's prize on their phones.

For Valentine's Day, Turkcell turned the screens in its stores into a two-player game. Couples scanned a QR code to join from their own phones, played together to catch the good drops and dodge the bad, and left with a shot at an iPhone, the in-store screen and the two phones working as one moment.

Industry
Telecom
Occasion
Valentine's Day
Experience
Screen → two phones
12,200
Games played
2.5M
Social reach
8.2%
Ad recall
222K
Remembered it
01Challenge

Make Valentine's Day in-store worth stopping for.

Turkcell wanted a Valentine's moment that pulled couples into its stores and stuck in their memory, not another poster on a screen.

The interaction had to work for two people at once, reward them together, and give Turkcell something measurable across the whole retail network, not a one-store stunt. And it had to earn attention on a day when every brand is competing for exactly that.

02Solution

One screen sets it up; two phones play it.

OmmaSign ran a two-player Valentine's game on the in-store screens. The screen invited couples in, and the game itself played out on their own phones, joined by QR.

The Valentine's game in play: two phones act as left/right controllers, moving the pink and blue players to catch falling drops against a countdown

How the game worked

  • 1

    Spotted on the store screen

    The game played on the in-store display, inviting couples passing by to jump in and play together.

  • 2

    Two players, two QR scans

    Each partner scanned the screen's QR code to join from their own phone, one as the pink player, one as the blue.

  • 3

    Catch the good, dodge the bad

    Together they raced the clock to catch the positive drops and avoid the negative ones, their phones acting as the controllers.

  • 4

    Share a number to enter

    To enter the prize draw, players left their phone number, turning a fun round into an opt-in Turkcell could follow up on.

  • 5

    A shot at an iPhone

    After the campaign, the top three couples each won an iPhone, the reward landing with the people who actually played.

03Result

Played by thousands, remembered by far more.

The game became a genuine Valentine's draw, and the campaign reached well beyond the couples who played it in-store.

The game's end screen: 'Congrats! You got a chance to win iPhone!' with the two players and an iPhone

The outcomes

  • 1

    12,200 games played

    Couples played 12,200 two-player rounds together on the in-store screens across the campaign.

  • 2

    2.5M reached on social

    The campaign reached 2.5 million unique people on social media, the in-store game spilling well past the store walls.

  • 3

    8.2% ad recall, a record

    222,000 people remembered the campaign, an 8.2% ad recall that ranks among Turkcell's highest to date.

Why it worked

A game you play with someone else, on Valentine's Day, is a game you talk about. Pulling both phones into one screen turned a store visit into a shared moment worth sharing, the screen-to-pocket bridge, doubled.

12,200 games played, 2.5 million reached, and an 8.2% ad recall, one of Turkcell's highest, from a Valentine's game that turned one screen into two players' phones.

The Turkcell Valentine's Day campaign

Want a campaign that plays across the screen and the phone?

We'll show you how an in-store screen and a personal device, or two, can work as one moment, from the first scan to the follow-up.