An illustrated shop owner in a red polo shirt standing outside his shop
Global FMCG companyCase study

Six markets ran different programs on one video platform

A multinational FMCG company ran eight interactive video programs on OmmaVQ, across six markets and four and a half years. The audience was retailers, warehouse staff and field reps, reached on the device already in their hand.

Industry
FMCG
Region
EMEA & APAC
Product
OmmaVQ
Time frame
2022 – 2026
3.9M
personalized videos watched
3.7M
in-video interactions
300K+
people reached
90.7%
of those reached played a video
01Challenge

Different problems in every market, and no shared way to solve them

The company's markets each had a different operational gap to close, and the people who needed to close them were retailers, warehouse staff and field representatives, none of whom work at a desk.

Six jobs needed doing, from retail loyalty and product training to warehouse procedure, field data capture, task management and compliance. Solving each one separately meant a separate tool, a separate rollout and a separate vendor in every market.

Reaching them meant something that ran on a phone, in the aisle or on the warehouse floor, in the local language. Proving any of it had worked meant measurement built into the video itself rather than bolted on afterwards.

02Solution

Each market built its own program on the same platform

The company ran OmmaVQ's personalized interactive video as shared infrastructure. The platform handled generation, playback, interaction and measurement everywhere, and each market decided what to build on top of it.

Videos were generated per person from each market's own data and played on any phone, tablet or computer. Every tap, answer, redemption and completion came back as a structured event.

A frame from a personalized video showing one retailer's own month: 120 units purchased, $12,800 turnover, and a 40% rise on the last six months

What each market built on it

  • 1

    Retail relationship & in-video redemption

    Turkey: a recurring personal video per outlet, carrying the loyalty scheme inside it.

  • 2

    Gamified product learning

    The Philippines: product knowledge delivered as a game, with scoring and assessment built in.

  • 3

    Personalised performance feedback

    Indonesia: each person's own numbers, narrated back to them, with a survey attached.

  • 4

    Modular operational training

    Indonesia: a curriculum of over 100 separately trackable warehouse procedure modules.

  • 5

    In-video field data capture

    Algeria: product codes, visibility and availability reported from inside the video itself.

  • 6

    Video as a task interface

    Morocco: daily tasks, calls and orders handled through the player.

  • 7

    Retail compliance

    Algeria: compliance content delivered and measured on the same platform as everything else.

  • 8

    AI-generated personal narration

    400,000+ voice tracks synthesised for individual viewers at play time, across the Philippines and Indonesia.

One market became six

Turkey went first and ran alone for two years. Four more markets then launched in a single twelve-month stretch, and 2025 peaked at more than 240,000 active people. Each market solved a different operational problem with the same product. One format, field guidance, ran in two of them, localised for a warehouse floor in Indonesia and a field team in Algeria.

TRTurkeyRetailer loyaltyMar 2022 – Apr 2026

The first market stayed four years

The program reached more than 140,000 retailers with a recurring personal video for every point of contact in the field, built from their own data, with loyalty points redeemable inside the player. The median user stayed 20 months and played 15 videos.

19 videos per person
2,382,216 plays across more than 120,000 people, a median of 15 each, on a channel they all chose to open.
90.6% came back
More than 110,000 players returned for a second video. Nobody opens the same internal email nineteen times.
134,363 in-video redemptions
More than 54,000 people converted loyalty points to a discount without ever leaving the player.
A 611-day median relationship
Half of all players stayed longer than twenty months, and more than 80,000 past a year.
03Result

More than 300,000 people, most of them more than once

Across six markets and four and a half years, the platform reached more than 300,000 people, played 3,944,645 videos and recorded 3,724,140 actions taken inside them.

An illustrated shopkeeper beside his drinks shelf, with a card flagging orange juice as an item his shop does not stock

The outcomes

  • 1

    1,975,222 completed views

    Half of all the videos played ran to the end.

  • 2

    82.8% returned

    More than 230,000 people came back for a second video.

  • 3

    120,000+ stayed past a year

    Two in five people used it for more than 365 days. The median relationship across all six markets was 295 days.

  • 4

    3,724,140 in-video actions

    Menu taps, quiz answers, loyalty redemptions, field reports and survey responses. Every one of them a thing somebody did inside a video.

Six markets on three continents ran the same platform. More than 300,000 people used it, and more than 120,000 of them for more than a year.

A multinational FMCG company × OmmaVQ, 2022 – 2026

See what one platform could do across your markets

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