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Retail · Opportunity

Pick n Pay Connect: from sport to shelf.

A proposed Pick n Pay Connect pilot that links football, rugby and Formula 1 sponsorships to scan-and-play games and verified purchases in store.

  • In-store digital screens
  • Shelf, gondola-end and fridge-door media
  • QR and NFC
  • Mobile web app
  • Pick n Pay loyalty data
Pilot
8 months
Brand partners
8
Sports
3
Shared platform
1
Pick n Pay Connect key art on an in-store screen: a shopper with her phone outside a Pick n Pay store under the line Good to see you again, with a QR card: scan to take part.

QR code that opens this Pick n Pay case study on hellobrand.co.za.

The Pick n Pay Connect Predict the Score screen: Springboks versus All Blacks, three score options and a Submit prediction button.

An opportunity Hello Brand pitched to Pick n Pay.

Chapter 1 of 8

The brief

Pick n Pay wanted to turn its brand partners' sports sponsorships into measurable sales in its grocery and liquor stores, and open a new retail-media revenue line along the way.

Who it is for. Sports fans shopping at Pick n Pay, and the FMCG and drinks brands that sponsor football, rugby and Formula 1.

What Pick n Pay gets. Engagement data linked to real purchases, a new retail-media revenue line, and a clear decision on whether to renew at month eight.

Sponsorships buy attention, but it fades before the shopper reaches the shelf. The last few metres of the store are where that attention can become a purchase.
— The insight
Pilot
1 October 2026 to 31 May 2027
Where
Pick n Pay grocery and liquor stores
Partners
8 brand partners
Sports
Football, rugby and Formula 1
Platform
One shared mobile web app
Decision
Renew or stop at month 8

The idea

A shopper smiles at her phone as she leaves a Pick n Pay store under the line Good to see you again.

The sponsorship creates attention. Pick n Pay Connect turns it into measurable commerce.

Use one shared platform with a different expression for each brand partner. In-store media and shelf branding invite shoppers to scan a QR code or tap NFC, which opens a game tied to the live sporting calendar. Buying a participating product and verifying the till slip earns points; points become tokens to play and win.

  • Turn sponsorship attention into sales in store
  • Link every game to a verified purchase
  • Give shoppers a reason to return each match day
  • Open a new retail-media revenue line
  • Keep the data inside the Pick n Pay ecosystem
  • Prove value to brand partners with real retail outcomes

Chapter 2 of 8

In store: the last three feet

Retail execution turns attention into action at national scale. The offer meets the shopper on digital screens, gondola ends, shelf media and fridge doors, right where the participating products sit.

A shopper with a trolley scans the QR code on a pink in-store screen at the end of a snack aisle.
A visualisation of an end-of-aisle screen with a code to scan.
Pick n Pay Connect key art on an in-store screen, with a QR code to scan.
An in-store screen loop with the code to scan.

Four places in the aisle

Digital screens
The hero display, with the code to scan
Gondola ends
Partner displays at the end of the aisle
Shelf media
At the shelf edge, beside the product
Fridge doors
Branding where cold drinks are chosen

Every surface opens the same experience inside Pick n Pay Connect, by QR code or an NFC tap.

The aisle screen and the phone in the hand

A gondola-end screen walks the shopper through the loop, and the phone picks it up after the scan.

A portrait in-store screen cycles through the Pick n Pay Connect loop: see it, scan it, play it, buy and verify, return, with a QR code to scan.
A gondola-end screen loop, built from the proposal's visualisations.
The phone side: the Pick n Pay app screen, then scan, verify the till slip, the Smart Shopper virtual card and the reward.
The phone: app screens from the proposal, then step cards.

At the entrance and in the aisles

  • Shoppers walk past a Pick n Pay asap! shopfront in a mall: Last mile delivery, big on rewards, with a courier handing a shopper her groceries.
    The shopfrontCampaigns start at the entrance of every store.
  • A Brand Box media player above a pod.ai sensor unit and a small pod.ai beacon.
    Brand Box and sensorsBrand Box pushes content to the screens; pod.ai beacons and sensors sit in the aisles.
  • A phone shows a scanned till slip with a green tick: Receipt verified, +500 points.
    At the tillTill-slip capture proves the purchase.
pod.ai beacon
In the aisle where the campaign runs, or at the entrance: sends a push notification to the shopper's phone (3 to 5 m)
pod.ai store sensor
In the middle of the store: tracks footfall (500 m² and more)
Brand Box
Wherever the screens are: pushes content, schedules slots on the reel, all via the cloud

The shopfront, aisle and till pictures are visualisations from the proposal.

Chapter 3 of 8

The shopper's journey, from the match to the till

Eight moments that stay the same for every partner: the creative, prizes and sports moments change by brand, while the data and purchase verification stay in the Pick n Pay ecosystem.

Eight moments, one loop

  1. See it in storeShoppers meet the campaign on digital screens, gondola ends, shelf media and fridge doors, right where the participating products sit. Step card 1 of 8, See it in store: a lit gondola end with a screen on top of shelves of snacks.
  2. Scan or tapA QR code or NFC tap opens the brand experience inside Pick n Pay Connect. Step card 2 of 8, Scan or tap: a hand holds a phone scanning a QR code on a shelf card.
  3. Open Pick n Pay in your pocketThe scan opens one shared mobile platform, with a different expression for each brand partner. Pick n Pay app screen: Pick n Pay in your pocket, with an asap! grocery bag and the line Something unreal is coming.
  4. Play the match-day gameEach fixture or race weekend creates a new reason to scan, buy, play and return. Step card 4 of 8, Play the match-day game: a fan with a red and white scarf cheers in a floodlit stadium.
  5. Buy participating productsParticipating products link the sporting moment to the basket. Step card 5 of 8, Buy participating products: a basket of groceries, a till slip and a phone with a tick.
  6. Verify the till slipTill-slip capture and loyalty data prove the purchase and release points. Step card 6 of 8, Verify the till slip: a phone shows a scanned slip with a green tick, Receipt verified, +500 points.
  7. Earn Smart Shopper pointsShoppers win points by engaging with brand campaigns inside the Pick n Pay digital ecosystem. Pick n Pay app screen: My virtual card, a Smart Shopper card with Activate virtual card and Order physical card buttons, and My wallet with a balance of R259,00.
  8. Reward and returnPoints become tokens to play and win, and new moments bring shoppers back. Step card 8 of 8, Reward and return: a phone with a gift card, a ticket and a wrapped present bursting out of it.
Step card 1 of 8, See it in store: a lit gondola end with a screen on top of shelves of snacks.
Step 1 of 8

Steps 3 and 7 are app screens from the proposal; the others are step cards built from its pictures and words. The app was proposed, not built.

The loop in six pictures

  • A fan with a red and white scarf cheers in a floodlit stadium.
    1. SponsorshipThe match or race creates the attention.
  • A lit gondola end with a sports screen on top and shelves of snacks in a store aisle.
    2. See it in storeScreens and displays in the last three feet.
  • A hand holds a phone scanning a QR code on a shelf card.
    3. Scan and playA QR code or NFC tap opens the game.
  • A basket of groceries, a till slip and a phone showing a green tick.
    4. Buy and verifyThe till slip and loyalty data confirm the purchase.
  • A phone with a gift card, a ticket and a wrapped present bursting out of it.
    5. Reward and returnPoints and new moments bring shoppers back.
  • A laptop showing a rising bar chart and a green tick.
    6. MeasureEach partner sees the value proved.

The pictures are visualisations from the proposal.

Points and tokens

Points
Loyalty and progress: earned through verified purchases and engagement, building status over time.
Tokens
Chances to play and win: points unlock tokens, and fans choose predictions, games, challenges or draw entries.

Chapter 4 of 8

Three sports, one mechanic, eight expressions

The sporting year lives at Pick n Pay: continuous fan moments from October 2026 to May 2027. Each fixture or race weekend creates a new reason to scan, buy, play and return, and each partner brand owns its own fan experience.

Match day on the phone

  1. The race starts at the tillShoppers buy any two KitKats, scan the till slip and enter the race weekend. Pick n Pay Connect screen: The KitKat race starts here, buy any two KitKats and scan your till slip to enter, with a Scan receipt button.
  2. Match-day challengesPlay more, earn more: checking in at Pick n Pay, a quiz, a match video, a referral or a match selfie each earn tokens. Castle Lager Match day challenges screen: check in at Pick n Pay, answer a quiz, watch a match video, refer a friend and upload a match selfie, each with its tokens, and a View all challenges button.
  3. Challenge a friendFans go head to head in predict the score, a trivia battle, a penalty shoot-out or the fastest fan quiz. Bragging rights await. Heineken Challenge a friend screen: You versus Your friend, with Predict the score, Trivia battle, Penalty shoot out and Fastest fan quiz.
  4. Kick at goalFans take the shot as many times as they like, spending only tokens. Castle Lager Kick at goal game: a rugby player kicks towards the posts under a Take the shot button. Play as many times as you like, you only use tokens.
  5. Pit stop reactionOn race weekends, fans tap when the lights go out and see their reaction time. Pit stop reaction game: start lights, Tap when the lights go out, a Tap now button and a reaction time of 0.214 seconds.
  6. Beat your timeA lap game that improves with every lap: race now and earn points. Red Bull Beat your time screen: a circuit map, a best time of 1:24.317, a Race now button and Earn up to 75 points.
  7. Redeem the rewardsTokens turn into Pick n Pay vouchers, match tickets and events, jerseys and caps, and partner offers. Castle Lager Your rewards screen: an R100 Pick n Pay voucher, exclusive experiences, merchandise and partner offers, with a Redeem now button.
Pick n Pay Connect screen: The KitKat race starts here, buy any two KitKats and scan your till slip to enter, with a Scan receipt button.
Step 1 of 7

Game screens designed for the pilot, one per partner and sport. Alcohol partner games sit behind the 18+ age gate. Not for persons under the age of 18.

FootballOct to May
  • Predict the score: pick the correct score and earn tokens for every match.
  • Match-night trivia: answer questions, climb the leaderboard and boost your points.
  • Challenge a friend: head-to-head quizzes or a penalty shoot-out.
  • Trophy hunt: find hidden trophies in selected Pick n Pay stores and scan to win.
  • Live scores and news: match updates, highlights and exclusive content.
RugbyOct to Dec
  • Predict the score: make your call and earn points for every match.
  • Play: rugby games and challenges to earn more tokens.
  • Scan fan cans: complete in-store challenges at Pick n Pay.
  • Win rewards: turn points into tokens for vouchers, merchandise, tickets and exclusive experiences.
  • Follow live: scores, news, polls and fan moments in one place, with the 2027 rugby world cup to follow.
Formula 1Race weekends
  • Predict the podium and choose the pole sitter before qualifying.
  • Fastest lap: predict it and earn tokens.
  • Race-weekend quiz: test your knowledge and earn tokens.
  • Leaderboard: compete with other fans and climb the rankings.
  • Token garage: unlock rewards, merchandise and exclusive experiences.

Every game runs on the same scan, buy, verify and reward loop; the creative, prizes and sport change by brand.

Chapter 5 of 8

Build, data and compliance

Three gates protect the pilot before launch, so the platform is ready for peak load, the data is held on the shopper's consent, and every alcohol campaign is age-gated.

Build

Confirm who owns the platform, where it sits in the Pick n Pay app, how till slips are verified, and that it is ready for peak load on big match days.

A hand holds a phone with the Pick n Pay app open (Hello, shop smarter every day, with Scan, Pay and Rewards buttons) outside a Pick n Pay store.
Data

Capture explicit consent, segment each brand's data, and set retention, deletion and access rules. The data and purchase-verification layer stays in the Pick n Pay ecosystem.

Compliance

Age gates on every alcohol campaign, and responsible-marketing messages kept throughout.

A phone shows an 18+ age gate asking Are you 18 or older, with Yes and No buttons and a responsible-drinking line, beside a Pick n Pay Responsible choices sign.

The timeline

  1. August to September: scope and build.
  2. 1 October: brand integration and testing.
  3. 1 November: pilot launch.
  4. 31 May 2027: review, and the decision to renew.

Chapter 6 of 8

Who it is for: three sides of one shelf

The platform is built to benefit three groups at once: Pick n Pay stores, the brands sold inside them, and the shoppers who walk the aisles.

Pick n Pay storesEngage

Stores engage their own customers, unlock new revenue from the space they already have, and see each campaign's value in data.

BrandsMaximise ROI

Brands run in-store campaigns that give shoppers a reason to buy, and reach them at the moment the purchase decision is made.

ShoppersValue

Cash discounts, chances to win, Smart Shopper points and closer ties with the brands they love, all in one app.

A sample shopper

The proposal pictures one shopper to design for. She is in her forties, with a son and a baby daughter. She opens every Pick n Pay email, enjoys convenience meals and salads, pops in for a quick shop on Fridays and does her larger weekly shop on a Sunday morning. Once a month she shops online with Pick n Pay asap.

The last three feet

Attention
Converts to purchase
Impulse decisions
Happen here
Brand switching
Occurs here
Media
Directly influences revenue

Chapter 7 of 8

Beyond the pilot: the consumer engagement layer

A wider proposal (May 2026) sets out where the pilot leads: an engagement and commerce layer that adds value to Pick n Pay's retail-media infrastructure, in store and beyond. It does not replace the screens; it makes them work harder.

  1. Digital media: reach, inspire and generate demand on social, video and programmatic channels.
  2. Pick n Pay's own channels: engage and nurture high-intent shoppers in the app, email, web and push notifications.
  3. In-store media: influence and convert in the last three feet, on screens, cooler doors, shelves, banners and LED vinyl.
  4. Data and attribution: measure, optimise and prove incremental value.

What the app would add

  • Buy, send and receive brand rewards inside the campaign
  • In-store campaigns that give shoppers a reason to buy, with a chance to win
  • Smart Shopper points and exclusive rewards
  • In-store maps and push notifications for nearby deals
  • Loyalty cards in a digital wallet, with till slips scanned at checkout
  • Analytics and insights for stores and brands

Ten formats in the last three feet

  • Digital screens
  • Cooler media
  • Aisle domination
  • Checkout media
  • Mobile reward journeys
  • QR commerce
  • Gamification
  • WhatsApp journeys
  • Receipt capture
  • Instant rewards

Scope from the proposal, not results.

Chapter 8 of 8

What we proposed

Approve an eight-month Pick n Pay Connect pilot across grocery and liquor stores, with eight brand partners, three sports ecosystems and one shared platform. Scan, play, earn and win. This is a proposal: no results yet.

For Pick n Pay

  • Purchase-linked engagement data
  • A new retail-media revenue line
  • A clear renewal decision at month 8

For brand partners

  • Sponsorship attention linked to identifiable engagement
  • Verified retail behaviour, not just impressions
  • A fan experience of their own on a shared platform

Pick n Pay Connect dashboard

How it would be measured

8 months · sample

Example dashboard Mostly sample data, not campaign results. This was a proposal, so there are no results. The eight brand partners are the proposal's own plan, not a result. Those figures are tagged From the proposal; everything tagged Sample is made up to show how the dashboard works, and is replaced by real figures once they are reported.

  • Sample

    286,400

    QR scans and NFC taps in store

  • Sample

    71,350

    Verified till slips

  • Sample

    R9,418,200

    Sales of participating products

  • Sample

    38.4%

    Returning players

In store

  • Sample

    286,400

    QR scans and NFC taps in store

    Scans and taps on screens, gondola ends, shelf media and fridge doors

  • From the proposal

    8

    Brand partners

    Brand partners on one shared platform, across football, rugby and Formula 1

Scans and taps a month
Scans and taps a month
ItemValue
M122,600
M231,400
M338,900
M433,200
M536,100
M639,800
M741,300
M843,100
Scans and taps, by sport
Scans and taps, by sport
ItemValue
Football158,300
Formula 166,400
Rugby61,700
QR code or NFC tap
  • QR scan 81%
  • NFC tap 19%

At the till

  • Sample

    71,350

    Verified till slips

    Slips with a participating product, verified to release points

  • Sample

    R132

    Participating spend a slip

    Average spend on participating products per verified slip, excl. VAT

  • Sample

    R9,418,200

    Sales of participating products

    Verified slips times participating spend a slip, excl. VAT

Verified till slips (running total)
Verified till slips (running total)
ItemValue
M15,200
M212,800
M322,600
M430,700
M539,700
M649,800
M760,300
M871,350
Verified till slips, by store
Verified till slips, by store
ItemValue
Grocery stores52,480
Liquor stores18,870
Scans that led to a verified slip

of scans and taps were followed by a verified purchase

Coming back

  • Sample

    38.4%

    Returning players

    Players who scanned, bought and played again on a later match day or race weekend

  • Sample

    104,600

    Players

    Shoppers who opened the game at least once

Returning players

of players came back for another match day or race weekend

Tokens spent, by game
  • Kick at goal 34%
  • Predict the score 29%
  • Trivia 23%
  • Pit stop reaction 14%

Rand values excl. VAT. Figures tagged Sample are for illustration only: not results from this or any campaign.

Scan. Play. Earn and win.