Revolutionizing audience outreach through gaming

Goodville is a one-of-a-kind mobile farm game that seamlessly integrates mental health support. Combining immersive gameplay with scientifically validated mental health assessments, it offers a personalized experience that goes beyond entertainment.
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Our numbers
Goodville ranks among the TOP 10 mobile adventure farm games by daily revenue and boasts strong user growth and retention metrics.
65K+
Daily players
75%
Females
6M+
Activity Users
210
Countries
30+
Years average age
22.5K+
Complete Daily Assessments
9.8%
90 days retantion rate
The major research issue
Credible audience is hard to reach
01
Expansive Audience Reach
Social gaming attracts a diverse and global user base, enabling broader audience engagement compared to traditional recruitment methods. By tapping into an interactive and widely accessible platform, businesses can connect with hard-to-reach demographics more effectively.
02
Enhanced Recruitment Efficiency
Gaming platforms provide a faster, more interactive approach to audience outreach, outperforming slow and outdated recruitment channels. With seamless integration into gameplay, recruitment efforts feel natural and engaging rather than intrusive.
03
Stronger User Retention
By integrating surveys and interactive content within gameplay, engagement remains high, reducing drop-off rates and maximizing participation. Continuous interaction within an entertaining environment fosters long-term user involvement and loyalty.
Case study - World Health Organization
01
Problem
The World Health Organization  was facing challenges in effectively reaching the target patients / broaden and reach the potential audience of mobile gamers
02
Solution
WHO partnered with Goodville to strengthen its education efforts by introducing a custom in-game character. Designed to make health education interactive and engaging, she provided players with valuable tips on mental wellness, physical activity, healthy eating, and smoking cessation. Through a personalized storyline, she seamlessly integrated essential health information into the gaming experience, making it more accessible to users.
03
Impact: ROI 550%
2076441
Players interact With WHO character  at least once
2319
Average daily interactions
956034
Players completed WHO questline
Case study - Yale University Clinical Trial Education
01
Problem
Limited awareness and understanding of clinical trials often lead to low participation rates, reducing the potential benefits for patients. In collaboration with the Yale Center for Clinical Investigation (YCCI), Goodville is addressing this challenge by integrating educational content into its interactive gaming platform.
02
Solution
Goodville partnered with Yale Center for Clinical Investigation (YCCI) to develop an innovative educational campaign and learning comprehension assessment based on the Yale Clinical Trials Blue Book. This collaboration seamlessly integrates clinical research education into an engaging gaming experience, enhancing user awareness and understanding of clinical trials. By leveraging Goodville’s interactive platform, the initiative ensures wider reach and improved knowledge retention among players.
03
Impact: ROI 250%
161911
Total Respondents
209
Countries
20,7%
Learning curve Improvement rate
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