Tenacious Button-Pushing Contests

The Swatch Israel Facebook Contest Idea Challenges Watch-Lovers

Swatch Israel has come up with a Facebook contest idea to hold readers' attention.

The international watch company created a game that will not only advertise its all-new Swatch Chrono Plastic collection in Israel for its young audience, but also keep them interested and allow long brand exposure. Advertising agency Purple answered this challenge by creating a cool Facebook game.

In the game, called Stop the Time, players choose their favorite Swatch Chrono Plastic watch and keep their mouse button pushed on it. The goal is to keep pushing to enhance their chance of winning that watch by the end of the week. The slogan for the campaign is “Push the button of fun,” and is designed to introduce the collection's values of fun, extreme sports and style.

To keep fans pushing fairly, the agency also required contestants to answer trivia questions and brand facts at the same time. Nine players won a Swatch Chrono Plastic of their choice weekly, with a total of 36 watches won. The grand winner, pushing the button of fun for a consistent 24 hours, won a Coldplay concert ticket and full trip to Prague.

Social Media Contests
Creating interactive Facebook contests can help businesses advertise their products and increase brand exposure.
Gamification Marketing
Incorporating gaming elements into marketing campaigns can engage audiences and create a sense of competition and fun.
Brand Loyalty Programs
Implementing loyalty programs that offer rewards and exclusive experiences can help businesses build strong connections with customers.

Where This Applies

Watch Industry
The watch industry can leverage social media contests and gamification marketing to attract a younger audience and promote their collections.
Advertising Industry
Advertising agencies can provide innovative ideas and strategies for brands to run engaging social media contests and gamified marketing campaigns.
Live Events Industry
Organizers of live events, such as concerts, can explore partnership opportunities with brands to incorporate gamified elements into their promotions and enhance attendee experiences.
SCORE
3.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 29%
Activity 62%
Freshness 8%

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