Fake images, but real results
Over half of visitors played the game. Of those who played, 10% shared, 6% clicked to buy, and over 40% played the game again. The program had 138% more total reach and 127% more organic reach than the averages prior to the program that year. We also saw that our lifetime viral reach and lifetime engaged users were 702% and 737% more than our respective averages.
The game won numerous awards including Silver Addy for Best Social Media campaign and was accepted into Facebook Studio, a gallery of outstanding social creative ideas from around the world.
The “Real or Fake?” program became an annual global mainstay for Adobe Education with four consecutive years of updated releases. It has since evolved further and elements of it are still being utilized by Adobe today.