Activation Library

50+ White-label Activations

Every format ships with guest data capture, live analytics, and post-event reports — ready to brand and deliver for your next client activation.

Bubble Heads
19interactive
Bubble Heads

The guest takes a photo, and the head is automatically prepared for printing—no Photoshop or manual preparation required. In addition to the figurine, the guest receives a short branded video via QR code.

photobranded
Web AR
23interactive
Web AR

A guest scans a QR, points their phone at the marker card, and content springs up on it — a 3D model, a photo or a video. No app to install: it all runs in the browser. Operators pick a ready template or upload their own marker and content, and set how the object sits, its size and whether guests can spin and zoom it by touch.

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C
24photo
Caricature Wall

Guests snap a selfie and AI turns it into a hand-drawn marker caricature — big head, bold outlines, bright color disc. Every sketch lands on a live wall that fills up through the event, can be printed on the spot and picked up by QR.

interactivebranded
Pixel Wall
26interactive
Pixel Wall

A physical group activity: a picture — a logo, an emblem, any artwork — is broken down into a grid of numbered circles and printed as a wall-sized backing sheet. Guests read the legend, take a round sticker of the matching colour and place it on its number. Over the event, thousands of stickers add up to a picture taller than a person, built by the crowd rather than by one person. The editor prepares the print file in real millimetres and works out how many rolls of each colour to buy. A digital colouring version ships alongside for guests who never reach the wall.

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Cosmolet
27arcade
Cosmolet

A vertical arcade shooter for events. The guest steers a ship across five lanes, the cannon fires by itself, and the job is to break meteors, dodge alien fire and pick up power-ups. Alien saucers telegraph a shot and then lead the ship, so standing still never works — the run rewards reading the field. Branding rides through the frame as an advertising banner towed by two rockets; in custom mode every asset — ship, rockets, meteors, bonuses, saucers — is replaced with the client's own artwork.

branded
Cobot Catch
29arcade
Cobot Catch

A warehouse arcade built around a robot arm. Crates come down four conveyors at once; the guest swings the cobot to the right belt and catches them into the tray, while a forklift hauls away each loaded pallet and brings an empty one. Three dropped crates end the shift. The client's product is the game piece: up to eight images ride the belts and stack on the pallet exactly as they were caught. Two stock sets ship with the game — a photographic grocery warehouse and the drawn shop floor — and a custom mode replaces the background and the goods with the client's own.

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Slide Puzzle
30puzzle
Slide Puzzle

The classic sliding puzzle played on the client's own picture. Tiles start scrambled — always from a solvable layout — and the guest slides them back into place against a move counter and a clock; the moment the picture is right, the gaps close and it becomes a single whole frame. The operator fixes the difficulty (3×3 or 4×4) and picks which pictures are in play: three stock scenes ship with the game and up to ten of the client's own can be uploaded. The picture gallery can be shown to the guest or hidden — hidden, each round draws a random picture, so nobody in the queue memorises the layout.

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Catch to Win
31arcade
Catch to Win

A basket arcade for events. Goods fall from the top of the screen and the guest slides the basket to catch them; a long clean streak makes every item worth more. A missed item costs a life, and a caught hazard costs a life plus twice the points a prize gives — so accuracy matters more than speed. The client's products are the game pieces: up to ten prize images and up to five hazards, and if no hazards are uploaded the game runs without them. The stock set — boutique backdrop, green basket and prize items — works straight out of the box.

branded
Arkanoid
32arcade
Arkanoid

The classic block breaker with the client's picture underneath. The guest bounces the ball off the paddle and knocks out blocks; the 16:9 brand image shows through them matte and comes out sharp wherever they break, so the picture is uncovered by playing rather than shown as an ad. Two modes: classic, cleared level after level with the field getting denser and faster, and Find the Prize, where a prize is hidden under a random block. The operator sets everything up front — one of five block layouts, block density, lives, power-ups and their drop rate, the paddle banner and the block look. The result is timed, so a queue of guests can be ranked honestly.

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Find the Elements
33puzzle
Find the Elements

The classic minesweeper, redrawn as a board of raised tiles with real light and shadow. The guest opens tiles, reads the numbers and marks the ones to avoid; the first tap is always safe and empty areas open in a wave, so nobody loses on the first move. The wording is deliberately neutral — elements, not mines — and the theme comes from two icons the operator uploads: the element to avoid and the marker the guest places. Difficulty is fixed up front (9×9, 14×14 or 18×18), and the result is the time on the clock, with a personal best kept per difficulty.

branded
Swipe Ninja
34arcade
Swipe Ninja

The client's items fly up from below and the guest slices them with a fast swipe — several in one stroke to push the multiplier. Everything on screen is the client's: the targets, the positive items that double the score, the rare one that clears the whole screen at once, and the negative one that costs a life. Beyond finger and mouse, the guest can play with a hand in front of the camera — an open palm moves the pointer, a fist cuts — and the camera image itself is never shown, so nobody at the stand sees themselves on screen. Round length, lives and drop rates are all set by the operator; the result is a score with a personal best.

branded
Arrows
35puzzle
Arrows

A square packed edge to edge with snake-shaped arrows. An arrow can leave only if its head has a clear straight path to the edge of the board — so the whole game is a search: read the tangle, find the one arrow that is free right now, tap it and watch it straighten out and slide away. Every board is generated fresh and verified solvable before the guest ever sees it, and freeing an arrow never blocks another, so nobody can get stuck. One run on a board of a fixed size, with a clock, a miss counter and a personal best. Six templates reskin the whole screen, from a quiet paper look to neon, and your logo sits above the board.

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