
Case studyA spin on the screen, a prize on their phone.
Turkcell turned the screens in 1,300+ stores into an interactive game that connected straight to each customer's phone, the in-store display and the device in their pocket working as one moment.
- Telecom
- 1,300+ stores
- Screen → phone
- 502,350
- Game plays
- 242,510
- Gifts won
- +11%
- Store traffic
- +31.6%
- Accessory sales
Turn a store visit into a moment worth remembering.
Turkcell wanted to lift in-store engagement and footfall around key moments, New Year's Eve, back-to-school, Valentine's Day, with an interaction that genuinely surprised people.
A passive promotion on a screen wasn't enough. The idea had to pull customers in, reward them on the spot, and give Turkcell something to measure, across the whole retail network, not one flagship store.
The screen takes the number; the phone gets the prize.
OmmaSign ran a bespoke 'Lucky Wheel' game on the screens in 1,300+ Turkcell stores. The screen-to-phone hand-off is the whole point.

How the bridge worked
- 1
Play on the in-store screen
Customers entered their phone number on the store display and spun the wheel, once a day, for a chance at a gift.
- 2
Win on their own phone
Winners were notified instantly by SMS, so the prize travelled from the screen straight to the device in their pocket.
- 3
One platform, one prize pool
All 1,300+ screens ran from a single server with a shared award pool, so every store drew from the same campaign in real time.
- 4
Measured end to end
Plays, gifts distributed, and per-store interaction were tracked centrally, revealing which locations engaged customers best.
Engagement that showed up in the numbers.
The game became a genuine in-store draw, and moved Turkcell's commercial metrics, not just its engagement ones.

The outcomes
- 1
502,350 plays, 242,510 gifts
Half a million customers spun the wheel, and nearly a quarter of a million walked away with a prize.
- 2
+11% store traffic
Across the run, the campaign lifted footfall by an average of 11%, more people through the door.
- 3
+31.6% accessories, +31% devices
The in-store moment, plus the prize, translated directly into sales: a 31.6% rise in accessory sales and 31% in device sales.
The prize didn't stay on the screen. Pulling the phone into the moment turned a quick spin into a personal, follow-me-home reward, the screen-to-pocket bridge in one campaign.
502,350 spins, 242,510 prizes, and an 11% lift in store traffic, an in-store game that reached straight into customers' pockets.
The Turkcell 'Wheel of Fortune' campaign
Want a campaign that bridges the screen and the phone?
We'll show you how an in-store screen and a personal device can work as one moment, from the first spin to the follow-up.

