FortheInternationalRadioExhibition(IFA)inBerlinandtheMobileWorldCongress(MWC)2019inBarcelona,wedevelopedtwointeractivegamesdesignedtoengagevisitorsinaplayfulmannerwhilesimultaneouslyinformingthemaboutthelatestproductsfromTelekom.

Client
Telekom
Industry
Technology, SaaS & Infrastructure
Services
Technical ConsultingUX DesignVisual DesignSoftware DevelopmentDevOpsGame DevelopmentCreative Engineering

Making 5G and MagentaEINS experienceable in a playful way.

Trade show booths as interactive experience spaces.
At IFA in Berlin and MWC in Barcelona, the challenge was to draw visitors out of the crowd and convey complex technology in an understandable way. The goal was to increase dwell time and achieve over 4,000 direct interactions while making new products and the #DABEI campaign visible.
Placeholder: Visitors in front of the 4.5×6 m LED wall with the 5G Drone Race; smartphone interaction visible.
Two iInteractive games as the central trade show experience.
We delivered two main exhibits: the 5G Drone Race with AR holograms and a Future Level with AI Power-Up, as well as the MagentaEINS Pinball on a large LED wall. 3D city model, Unity assets, smartphone control, and physical buttons were part of the scope. Result: over 4,000 players and a noticeable increase in booth attention.
Placeholder: 5G Drone Race on the 4.5×6 m LED wall, racer and smartphone UI in the foreground.

The 5G Drone Race ran on a 4.5×6 meter LED wall and allowed up to five players to control their racers via smartphone gyroscope. The track showcased 5G advantages as AR holograms and screen elements; organic drone designs and the new Future Level with AI Power-Up made latency advantages experienceable.

Placeholder: MagentaEINS Pinball on 3×2 m LED wall with physical pinball buttons and LED ceiling lighting.

The MagentaEINS Pinball offered two levels where contract advantages were explored as moving targets. A real ball launch mechanism, physical buttons, integrated sounds, and LED lighting created an authentic pinball feeling and made complex promotional details immediately and playfully graspable.

The interplay of large-format LED, sound, physical controls, and smartphone interaction attracted visitors and created strong social media moments. Over 4,000 participants in six days and positive press feedback showed that edutainment makes the brand immediately experienceable and memorable.

Phase-based approach from idea to live operation.
Discovery, prototyping, build, and launch structured the project. Technically, we used Unity for 3D assets, gyroscope input for smartphone control, LED synchronization, and local audio integration. The greatest impact was achieved through tangible control elements and striking visuals; takeaway: technology must become tangible, not just explained.

Games that inform, entertain, and connect.