CupShup Logo
EdTech Brand Activation

Experiential Marketing Companies: How UPRIO Earned 132 Leads With a Game-Based Activation in Delhi

Experiential Marketing Companies: How UPRIO Earned 132 Leads With a Game-Based Activation in Delhi
CLIENTUPRIO
CATEGORYEdTech Brand Activation
REGIONDelhi
FORMATGame-Based On-Ground Activation
CAMPAIGN IMPACTDelhi, 2-day activation
132
Leads Collected
280+
Total Interactions
96
Leads on Day 1
200+
Interactions on Day 1

Kids don't want more school after school, which is why experiential marketing companies find an education brand one of the hardest briefs in the category. For UPRIO, an online tuition platform for Classes 6 to 9, CupShup skipped the conventional education booth and built a two-day game-based activation in Delhi around play, not pitch. Across the two days it collected 132 leads and 280+ interactions.

01 • EXECUTIVE SUMMARY

Executive Summary

UPRIO is an EdTech platform offering online tuition for students in Classes 6 to 9. The challenge was to introduce the brand to this age group without looking like homework in disguise, which is the exact thing students tune out fastest.

CupShup built a two-day activation in Delhi around quizzes, puzzles, word challenges and skill-based games. Kids had a reason to stop, compete and stay, and winners took home UPRIO-branded certificates and notebook stickers as a small, tangible reward.

Across the two days the activation collected 132 leads and 280+ interactions. It is a simple example of how experiential marketing in India can reach children through participation instead of persuasion.

02 • CAMPAIGN OVERVIEW

Campaign Overview

ClientUPRIO
CategoryEdTech, online tuition for Classes 6 to 9
CampaignUPRIO Freedom to Learn Challenge
LocationDelhi
ServiceBTL marketing agency activation, experiential marketing India
Duration2 days
Activation TypeGame-based on-ground activation
GamesQuizzes, puzzles, word challenges and skill-based games
RewardUPRIO-branded certificates and notebook stickers for winners
AudienceStudents in Classes 6 to 9
ObjectiveIntroduce UPRIO to Classes 6 to 9 and collect leads without looking like homework in disguise
03 • THE CHALLENGE

The Challenge: Kids Don't Want More School After School

Reaching children is hard for most brands, and harder for an education brand, because the product sounds like the thing kids are trying to get away from. Three things made it hard for UPRIO.

  1. The age group tunes out homework-like messages fastest. Classes 6 to 9 students already spend their day in a classroom, and a brand that sounds like more of it gets ignored.
  2. An education brand can easily look like more school. A booth with a banner and a brochure asks kids to listen, and listening is what they do all day.
  3. A pitch gives kids nothing to do. Without an activity, there is no reason to stop, and no reason to remember the brand.

The brief was to introduce UPRIO to Classes 6 to 9 in a way that felt like play.

04 • THE STRATEGY

The Strategy: Build a Game, Not a Booth

Experiential marketing companies often reach for the conventional education booth. CupShup skipped it entirely and built the activation around three decisions.

  1. Start with play, not pitch. Quizzes, puzzles, word challenges and skill-based games gave kids a reason to stop and compete before anyone said a word about tuition.
  2. Make winning matter. UPRIO-branded certificates rewarded the winners, so the games felt like a real challenge with something at stake.
  3. Keep the brand in hand. Notebook stickers gave kids a small, tangible takeaway that kept UPRIO with them long after the games ended.

This is game-based marketing in its simplest form: competition and reward doing the job that a sales message cannot do for this audience. The stall carried the same tone, with banners reading "Ready for the challenge?" and "Step in. Pick your challenge."

UPRIO Freedom to Learn Challenge tent and banners with children playing at the game-based activation in Delhi
05 • HOW CUPSHUP EXECUTED

How CupShup Executed: Games, Rewards and Takeaways

The activation ran on one simple loop, designed to keep kids playing and the brand present:

1
Step in
Kids are drawn in by the games, not by a pitch. "Step in. Pick your challenge."
2
Play
Quizzes, puzzles, word challenges and skill-based games to compete in.
3
Win
Winners receive UPRIO-branded certificates.
4
Take it home
Notebook stickers keep the brand in hand after the games.

The games were the draw, and the brand was always in view. The tent was branded "UPRIO Freedom to Learn Challenge" with an invitation to "Come play for Classes 6 to 9", and the banners behind the games explained UPRIO's school-specific online tuition and invited parents to book a free trial class. The activity list on the banners named crossword, quiz, puzzle, ring toss and balloon shooting.

UPRIO Freedom to Learn Challenge tent with tricolour balloons, banners and a crowd of children and parents at the EdTech activation in Delhi
Children and parents crowding around the UPRIO tent during the game-based EdTech activation in Delhi
UPRIO team member speaking with a parent at the Freedom to Learn Challenge stall
UPRIO promoter explaining a game to a child at a game station during the activation
A child at the UPRIO Freedom to Learn Challenge stall during the Delhi activation

The reward moment was the one that mattered most. A certificate in a child's hand is proof of a win, and a sticker in a notebook is a reminder that lasts.

A child receiving a UPRIO-branded certificate from a promoter at the Freedom to Learn Challenge stall
Wide view of the UPRIO Freedom to Learn Challenge activation in Delhi with children, parents and branded banners around the tent
06 • RESULTS AND IMPACT

Results and Impact

Across two days in Delhi, the activation collected 132 leads and 280+ interactions. The game-based format produced leads on both days, with Day 1 doing most of the work.

MetricResult
Total Leads Collected132
Total Interactions280+
Day 196 leads, 200+ interactions
Day 236 leads, 80+ interactions
Leads and interactions by day
Day 1 leads96
Day 2 leads36
Day 1 interactions200+
Day 2 interactions80+
Bars are scaled to the reported figures. Interactions are shown at their reported minimums (200+ and 80+).

Key Outcomes:

  • 132 leads in two days: Collected directly at the activation.
  • 280+ interactions: People engaged with the games and the brand.
  • A strong first day: 96 of the 132 leads, about 73 percent, came on Day 1, with 200+ interactions.
  • A steady second day: 36 more leads and 80+ interactions on Day 2.
07 • STRATEGIC TAKEAWAYS

Strategic Takeaways for EdTech Brands

The UPRIO activation offers three lessons for any brand that wants to reach children.

1. Earn participation, not exposure Game-based formats work because they don't just attract attention. They earn active participation, which a passive banner or brochure cannot.

2. Reward small and make it real A certificate and a sticker cost little and last long. A tangible takeaway keeps the brand present after the activity ends.

3. Design for what the audience will do, not what you want to say Kids come for a game and stay for the brand. Start from the activity, and let the message follow.

Reaching children works when the experience comes first and the brand rides along. When you shortlist experiential marketing companies or a BTL marketing agency for a children's brand, ask what the kids will actually do at the stall, and how every interaction will be counted. CupShup's on ground activation work is built around exactly that question.

08 • MORE FROM CUPSHUP

More From CupShup

Experiential marketing companies planning an activation for a family or education brand can draw on these CupShup case studies:

  • Wippi, a family-focused experiential activation.
  • Wippi RWA activation in Bangalore, an activation built for children and parents.
  • Guvi, a hyperlocal expansion for an EdTech brand.
  • upGrad, a brand activation strategy for an education brand.
  • Swish, an on-ground campaign built around conversation.

To go deeper, see how a BTL marketing agency in Delhi plans activations, read our guide to experiential marketing in India, or see our brand activation agency in Delhi. One CupShup film shows the same conversation-led thinking for a career brand: TimesPro x CupShup, How We Turned Coffee Into a Career Conversation.

09 • FREQUENTLY ASKED QUESTIONS

Frequently Asked Questions: EdTech Activations and Game-Based Marketing

?

What is the best way to reach children as an education brand?

Lead with play, not pitch. UPRIO's Delhi activation used quizzes, puzzles, word challenges and skill-based games to give Classes 6 to 9 students a reason to stop, compete and stay, and rewarded winners with branded certificates and notebook stickers. It collected 132 leads and 280+ interactions over two days.

?

Does game-based experiential marketing in India work for EdTech brands?

Experiential marketing companies find it can work, when the games are the draw and the brand sits alongside them. In the UPRIO activation, game-based formats earned active participation from kids, with 96 leads on Day 1 and 36 on Day 2, instead of passive brand exposure.

?

How do experiential marketing companies run activations for EdTech brands?

A good partner starts from what the audience will do. For UPRIO, CupShup skipped the conventional education booth and built a two-day activation around games, a visible reward and a small takeaway, then counted leads and interactions on each day.

?

How many leads did the UPRIO activation collect?

The two-day activation in Delhi collected 132 leads and 280+ interactions in total: 96 leads and 200+ interactions on Day 1, and 36 leads and 80+ interactions on Day 2.

?

How should an EdTech brand brief a BTL marketing agency for an on-ground lead campaign?

Build the activity first, add a reward that is small but real, and capture leads at the moment of engagement. Start the conversation with CupShup to plan yours.

10 • WHY CHOOSE CUPSHUP

Why Choose CupShup

Because reaching children takes more than a banner. It takes an experience they want to join, and numbers that show what it delivered. CupShup is an AI-led integrated marketing partner for ambitious brands, with 10 years of experience, 400+ brands and on-ground reach across 30+ cities. As one of the experiential marketing companies and a BTL marketing agency that plans, runs and measures on-ground work as one campaign, we turn play into participation your brand can count, with experiential marketing in India built to be measured.

If you want your brand to be the one kids actually want to stop at, let's talk. Or see how we have grown brands like yours in our brand activation case studies.

Planning Your Next Product Launch?

CupShup designs and executes high-impact brand activations, experiential trials, and creator amplification across 50+ Indian cities.

Case Studies

Related Case Studies

Explore more high-impact brand activation and on-ground campaigns by CupShup.

Ready to Drive Real Growth?

Partner with CupShup to co-create campaigns that drive high brand recall, consumer action, and trackable business metrics.