Case Study: Matas Catch Match Game

December 18, 2025

How to drive Gen-Z Foot Traffic with a an In-Store Geofenced AR Game

Introduction

How do you motivate Gen-Z customers to visit physical retail stores multiple times, stay in the store and engage them with your brand and products?

Together with Matas, one of Denmark’s leading beauty and health retailers, Hololink created Matas Catch Match: a location-based AR game designed to drive in-store engagement, repeat visits, and brand interaction with selected beauty products.

The result was a playful, immersive campaign that brought digital-native customers into real-world stores - and kept them coming back.

The Challenge

Matas wanted to:

  • Attract Gen-Z customers into physical stores

  • Increase in-store engagement around selected beauty brands

  • Encourage repeat visits within a short campaign window

  • Create a campaign that felt fun, modern, and mobile-first

The solution needed to seamlessly blend the digital and physical worlds, without friction.

The Solution: Matas Catch Match

Hololink designed and developed an AR treasure-hunt-style game that was fully integrated into the Matas loyalty app.

The game was geofenced, meaning:

  • Anyone could open the game from the app

  • But it could only be played inside 1 of 10 selected Matas stores across Denmark

  • GPS verification ensured players were physically present in-store

Once inside a participating store, players could launch the game and begin their mission.

Gameplay Experience

Players were tasked with finding and catching virtual E.L.F. beauty products floating around the store using their smartphone camera.

Each successful catch unlocked:

  • Free beauty products

  • Discount vouchers

  • Goody bags

  • Other instant rewards

To unlock the chance to win a larger prize, players had to:

  • Return to the store three times over two weeks

  • Complete Level 1, Level 2, and Level 3, released at different times


This level-based structure encouraged repeat store visits while maintaining excitement throughout the campaign.

Results

The campaign exceeded expectations:

  • 2,000+ Gen-Z customers visited Matas stores during the 2-week campaign

  • Strong increase in in-store engagement and awareness

  • Measurable uplift in foot traffic and sales

  • High participation across all three game levels



Most importantly, the campaign demonstrated how AR can be used not just as a novelty, but as a powerful retail activation tool.

What’s Next

Matas was very pleased with the results of Matas Catch Match, and Hololink is currently in discussions with the brand about developing new AR games and experiences in the future.

This campaign shows how geofenced AR experiences can successfully bridge online and offline retail, especially when targeting younger, mobile-first audiences.

Key Takeaways

  • AR is an effective way to drive physical store visits

  • Geofencing ensures real-world engagement, not just app opens

  • Game mechanics and levels encourage repeat behavior

  • Gen-Z responds strongly to playful, reward-based experiences

Jens Bäckvall, Creative Poject Manager @ Hololink

How to drive Gen-Z Foot Traffic with a an In-Store Geofenced AR Game

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