EVAN
Crowd gaming inside an airport
An airport is one of the hardest places to put entertainment: people are moving, their attention is on the flight, and nobody will stop to learn a game. We built a version of our platform for exactly that constraint.
- Sector
- Airports and waiting areas
- Type of work
- Tailored platform build
- Games
- 4, curated
- How visitors join
- QR code — no download
The problem
Entertainment in an airport has one unforgiving requirement: it has to work from the first second. A traveller won't download an app, won't create an account, and won't read instructions. They have minutes before their gate is called.
Most interactive entertainment is built the opposite way — it needs a download, dedicated hardware, or a staff member explaining to each visitor how to play.
A traveller has no time to learn a game. They have seconds to decide whether to try it or keep walking.
What we built
Rather than exposing the whole library, we built a mode that restricts the experience to four curated games: Colours, Count It, Baby and Tug of War. Each is understood in seconds without explanation, and finishes quickly enough to suit a place where people are walking through.
The selection wasn't arbitrary: these are games that don't need a large group to assemble or a long run of time, and they work whether the visitor is alone or with family.
Alongside it we built a tool for producing the QR code display boards used on the floor and on standing units — the visitor scans and is in, straight from their own phone, with no step in between.
How it runs on the ground
The screen shows a QR code and a four-character room code. The visitor scans, types a name, and plays. No download, no registration, no waiting.
Because everything runs in the browser, there's no hardware to hand out, collect or service daily — which matters a great deal in a place that operates around the clock.
The four games we picked
Each one is understood without explanation, and finishes fast enough for a place people are moving through.

Colour Shoot
A random colour appears; everyone hunts for the nearest thing to it and photographs it.

Count It
Count the seconds in your head and tap at exactly the right moment. Closest to the target wins.

Baby
Rock your phone gently until the baby falls asleep — shake it and it wakes up screaming.

Tug of War
Two teams shake their phones as hard as they can, and the rope moves on the big screen.
Where people are moving, every step before play costs you half your visitors. The answer wasn't a cleverer game — it was deleting every step that could be deleted.


