Bubble-Popping Promotions

This Dragon Quest Video Game Marketing Stunt Features a Slime Wall

As part of a fun video game marketing promotion for Dragon Quest, an interactive bubble wrap wall was set up in one of Tokyo's busiest subway stations. The irresistible wall draws in commuters of all ages, turning an otherwise boring wait for the train into an epic bubble-popping battle. Rather than pitting people against one another in true battle fashion, the 100,000 Slimes Battle in Shinjuku challenges people to work together, since prizes will be given away online when all of the bubbles have been popped.

The interactive wall will be up for about a week until March, so people will just have to keep popping as fast as they can. According to the stats on the 100,000 Slimes Battle in Shinjuku site, over 98,000 bubbles have been popped so far.

Interactive Marketing Promotions
Businesses can create interactive marketing promotions using game elements and social media integration that challenge consumers to work together for prizes
Gamification of Public Spaces
Cities can create immersive experiences by incorporating gamification elements into public spaces and transit stations that appeal to all age groups
Social Media Contest Campaigns
Companies can create social media contests that engage consumers in a collective goal and reward them for participation and sharing

Who This Affects Most

Video Game Industry
Video game companies can use real-life immersive experiences as marketing campaigns to attract new gamers and enhance brand awareness
Marketing Industry
Marketing agencies can incorporate gamification elements and social media integration into their campaigns to increase consumer engagement and brand awareness
Tourism Industry
Cities and tourist destinations can create interactive experiences at public spaces and transit stations that encourage visitors to explore and share their experiences on social media
SCORE
4.6 out of 10
GENDER
70% Men30% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 58%
Activity 72%
Freshness 8%

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