Ally Island

Read the story
Brand
Ally Bank
Year
2020
Objective
Awareness
Industry
Finance
Mechanic
Simulation & Strategy
Platform
In-Game

Screens

2 screens

Objective

Ally is a branchless digital bank with low brand recognition that needed to reach a young audience and put a human face on the brand. Citing FINRA data showing financial literacy sliding hardest among 18-34 year-olds, Ally wanted to make the idea that money can work smarter feel tangible, choosing to meet that audience inside a channel where it was already spending its time: video games.

Solution

Getting onto Ally Island meant either queuing for a Dodo code through a fan trading site during announced arrival windows, or flying in anytime via a shared address. Once there, players walked between themed zones: a beach lined with goal markers, a showroom for a dream house, a NASCAR-driver's raceway, and an impromptu golf course, taking photos along the way. The centerpiece was a trading post staffed by Ally employees in branded outfits, buying players' turnips — the game's tradable in-world commodity — at a price far above anything the game normally pays, turning a routine sale into a hands-on demonstration of getting a smarter return. A Twitch creator toured the island live before it opened to the public, funneling the first wave of visitors in through the stream.

Results

125,000 players visited Ally's activation landing page in the first week; the campaign drew 1.83 million viewers and generated 1.38 million views and 355 million impressions on Twitch; aided brand awareness rose 8% and social sentiment ran 87% positive; account openings grew 320%, net new deposits grew 12%, and the number of customers opening new deposit accounts grew 124%.

How it plays

8 steps
  1. 1

    The event surfaces first through a livestream: a broadcaster tours the island for an audience before it opens to the public, seeding word of mouth ahead of launch.

  2. 2

    Players reach the island live by joining an online queue for a one-time visit code, redeemable only during announced hours; capacity is capped at eight guests at once, so waits stretch for hours and some players never get in.

  3. 3

    An alternate entry lets a player's character sleep and dial into a copy of the island at any time with no queue, though this version does not allow selling produce.

  4. 4

    On arrival the player lands at the island's airport, where branded staff characters are stationed around the map to point out the various attractions.

  5. 5

    The core loop is a one-time trade: the player sells the turnips carried from their own island at a fixed price far above the game's normal market rate, netting a windfall in a single visit.

  6. 6

    Beyond the trade, the island is a set of themed zones to wander through: an overlook for photos above a miniature company headquarters, a beach where players record a personal savings goal, a showroom of furnished rooms to browse, a track for racing other visitors, and an improvised golf course built from in-game items.

  7. 7

    During scheduled livestreams, visitors also receive a giveaway of in-game currency simply for being present.

  8. 8

    The player then flies home with their earnings; the produce-selling window closes first, and the island itself shuts down on a later date.