Gamified Recycling Machines

Olyns & Mars Wrigley are Simplifying Candy Container Recycling

With the Sweet Rewards Challenge, Olyns and Mars Wrigley are teaming up to make it easier (and more rewarding) for candy lovers to recycle rigid plastic gum and candy containers. The gamified recycling experience for individuals in Northern California uses the Olyns Reverse Vending Machine and it gives people the chance to win thousands of dollars in exchange for their plastic-recycling efforts. Every time a candy container is deposited, a participant will earn points.

With this initiative, the world's largest manufacturer of treats and snacks is on a mission to make sure that more of the world's plastic waste is appropriately recycled. Ultimately, "we're committed to contributing to a circular plastics economy where no packaging becomes waste," said Justin Comes, Vice President of R&D, Mars Wrigley North America.

Gamified Recycling
Gamifying the recycling experience can incentivize individuals to recycle and contribute towards a circular economy.
Reverse Vending Machines
Retrofitting vending machines to accept recyclable waste can increase recycling rates and provide a more convenient means of recycling.
Partnered Recycling Initiatives
Partnering with other industry leaders can increase the impact of recycling initiatives as it creates a unified approach towards a circular economy.

Where This Applies

Consumer Goods
Gamified recycling in the consumer goods industry can incentivize individuals to recycle and make more conscious consumption choices.
Waste Management
Reverse vending machines can be disruptive to the waste management industry as they may result in lower recycling costs and increased recycling rates.
Vending Machines
Partnering with recycling initiatives can lead to a shift in the type of products vending machines carry to promote more sustainable consumption choices and support a circular economy.
SCORE
6.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 87%
Activity 87%
Freshness 14%