In 2001 Cadbury chocolate successfully realigned itself with a youth audience with its "SMS TXT 'N' WIN" campaign. The advertiser was able to tap into a current new media craze of text messaging, thereby associating itself with a technology largely seen as the domain of a younger generation. As this campaign was a contest, the engagement potential was increased and the means by which this audience was being reached, the mobile phone, was literally on their person at all times.
Entirely adapting this campaign approach to print advertising would be counterproductive, as the nature of the ad relies upon the medium to create the association of the brand with the youth market. However, one could see a company like Cadbury extending a similar campaign to include print by integrating a contest into its print advertising campaign. For instance, the company could require more information be taken from a print ad in addition to texting the serial number from Cadbury's chocolate bar wrappers. This would have the further advantage of requiring the contestants to examine a print ad in addition to contacting Cadbury on their mobile phones. However, one must take care to truly expand the parameters of the game so as to not disengage the audience. The print ad should truly add something to the contest without overcomplicating it. For example, the inclusion of the print advertisement might include a prize multiplier where any winnings from the serial numbers game would be multiplied if one included a code word from the print ad. Of course, problems arise when one considers that the success of the original campaign might have been attributed to its simplicity- text and win. However, if advertisers were to create a truly engaging game experience across two mediums, print and mobile phones, the level of engagement required by the audience might be advantage enough to offset the smaller audience that would participate in such a campaign.