Case Study: AT&T Summer of Gaming

GAME ON for growth

62% of all smartphone owners install a game within the first week of a new smartphone purchase. While summer is typically a slow sales period, we saw a growth opportunity to reach a new group of customers through the products they needed for gaming.


We created a new selling season with The Summer of Gaming. Leveraging AT&T Fiber and 5G technology, we repositioned AT&T stores as hands-on gaming centers, rewarding customers with ISO offers and in-game currency. But the conversation didn’t stop there. We disrupted one of the biggest cultural events of the year—Comic-Con International—and gave gamers a chance to become their favorite technology-powered superhero.

Commerce-driving results

10.6% increase in Fiber gross adds 

6.5% lift in Broadband gross adds

Additionally, The Batman Experience drove conversation around AT&T with more than 500MMmedia impressions.

For More Info:

Learn more about this case study by clicking here and read about it in The New York Times.

And see more of our work, by clicking here.

For even more on gaming, click to read our Checkout Study.