Phone-Charging Billboards

This Dragon Quest Billboard Offers Mobile Phone Chargers for Commuters

Dragon Quest's newest subway advertisement in the Metro Promenade walkway at Tokyo, Japan's Shinjuku Station is a billboard that offers mobile phone chargers to busy commuters.

The charging station features a Healsime character from the game called 'Healie' that resembles an octopus with many limbs. Commuters who are passing through the station are able to connect their phones to the tendril-like chargers in order to receive a battery top-off in the same way that this character offers in-game restoration. The entire experience is part of an advertisement for the Dragon Quest Monsters Super Light iOS and Android game.

In the past, Dragon Quest has also experimented with a range of fun and interactive billboard designs, including ones made with scratchable, poppable and building block parts—all of which encourage people to play.

Interactive Billboard Designs
The use of interactive elements in billboard designs offers opportunities for engaging and immersive advertising experiences.
Mobile Phone Charging Stations
The integration of mobile phone chargers in public spaces provides convenience for on-the-go consumers and opens up potential for advertising partnerships.
Gamification in Advertising
Incorporating game-like elements into advertisements creates a more entertaining and memorable experience for consumers.

Where This Applies

Advertising
The advertising industry can leverage interactive billboard designs and gamification techniques to create innovative and engaging campaigns.
Technology
The technology industry can benefit from the increased demand for mobile phone charging stations and the development of new charging technologies.
Gaming
The gaming industry can explore collaborations with advertisers to incorporate game elements in advertisements, extending the reach of their game franchises.
SCORE
4.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 69%
Activity 51%
Freshness 8%

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