Results
The game attracted more than 50,000 unique players.
More importantly, around 5,000 players scanned QR codes shown during the television broadcast — demonstrating that the digital experience successfully encouraged part of the audience to interact with the TV campaign.
During the campaign, Miraculous reached an overall TV rating of 9%.
The project showed us that changing audience behavior doesn’t necessarily mean fighting existing habits. Instead of asking kids to choose between Telegram and television, we connected the two experiences.
The digital product gave them a reason to turn on the TV, while television gave them an advantage in the game.