Branded Racing Games

Acura's 'Beat That' Game Compliments Its 'Less Talk, More Drive' Campaign

Acura launched a new branded online racing game, titled 'Beat That.' The game features six different race locations and players can use different Acura cars in the game. Each of the courses takes players through different styles of games, from 8-bit graphics to more modern visuals The game can be played on mobile devices as well as computers, and was also added to the Facebook Instant Games.

Acura launched the 'Beat That' game as part of its 'Less Talk, More Drive' campaign. The campaign highlights the performance aspects of Acura cars and launching a racing game compliments the messaging of the campaign. The automotive company also created GIFs for the game, which are sharable through the Giphy platform.

Image Credit: Acura

Branded Racing Games
Developing branded racing games can enhance a company's marketing campaigns by engaging consumers through interactive gameplay.
Mobile Gaming
The rise of mobile gaming provides an opportunity for brands to reach a wider audience by creating games that can be played on smartphones and tablets.
Cross-platform Gaming
Creating games that can be played across multiple platforms, such as mobile devices and social media platforms, allows brands to increase their reach and engagement.

Who This Affects Most

Automotive Industry
Branded racing games offer automotive companies an innovative way to showcase their products and connect with car enthusiasts.
Gaming Industry
The development of branded racing games presents a lucrative opportunity for game developers to collaborate with brands and expand their market.
Social Media Industry
Integrating games into social media platforms allows companies to leverage the popularity of gaming and increase user interaction on their social media channels.
SCORE
3.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 41%
Activity 43%
Freshness 9%

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