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Case Study: Making Buy Now Pay Later Tangible Through Play for Grab PayLater

1 Million

Gameplays recorded

49%

Increase in
Click-through Rates

48%

Lower Cost per Click

Brand: Grab PayLater

Market: Singapore

Channels used: Influencer Marketing, Social, Gamification

In Singapore, the rise of tech-savvy, e-commerce-driven consumers has driven the adoption of flexible payment solutions, such as Buy Now, Pay Later (BNPL). But despite this favourable climate, GrabPayLater faced a key challenge: unlike the instant gratification of booking a ride or ordering food, financial tools are inherently intangible and often misunderstood.

Background

Grab is Southeast Asia’s leading superapp, offering services across transport, food delivery, payments, and more.

Among its suite of financial products is GrabPayLater, a Buy Now, Pay Later (BNPL) service that empowers users to split payments into interest-free monthly instalments without hidden fees across thousands of offline and online merchants.

Objective

Our goal was to reposition GrabPayLater from being an abstract, misunderstood offering to a clear, empowering solution. We wanted to:

  • Increase awareness and consideration of GrabPayLater.
  • Educate users on how it simplifies big-ticket purchases without stress. 
  • Reach young, digitally native audiences who are budget-conscious, e-commerce-savvy, and drawn to innovative, experiential content.

Challenge

While Grab’s core services offer instant, visible value, GrabPayLater was clouded by skepticism typical of the BNPL category, concerns around interest rates, hidden fees, and complexity.

The core challenge: how do we make something intangible feel real, useful, and trustworthy?

Execution

We utilized behavioral insights to discover that the target audience responded better when education felt like entertainment. Therefore, gamification was incorporated into the campaign to make learning about BNPL engaging, personalized, and memorable.

We worked with Digital Turbine to develop a unique game experience for GrabPayLater’s users. Players swiped a basket in the ad to catch falling items like gadgets and clothes. Once the game ended, the ‘aha moment’ arrived: the ad would show a breakdown of the total cost, monthly payments, and just how affordable even big-ticket items could be with GrabPayLater.

The campaign ran in Singapore for three months, from 2 April until 30 June 2024, aligning with seasonal online shopping spikes to maximize relevance.

We strategically engaged users on TikTok and Meta, which enabled us to leverage specific platform features while providing the best fit with the target audience.

On TikTok, we leveraged TopView placements, Superlike effects, and KOLs to create engaging, trend-worthy content, while Meta ads targeted users to reinforce GrabPayLater’s affordability benefits.  We integrated paid media, influencers, and owned channels to deliver a seamless campaign across awareness, consideration, and action stages

Results

GrabPayLater’s BNPL Gamification campaign broke through the noise with a standout blend of gamification, influencer collaboration, and precise media targeting. The numbers speak for themselves:

  • Over 1 million gameplays recorded during the campaign period
  • A strong 40% play rate (games played per impression), signaling high engagement
  • An average view time of 5.9 seconds, 83% higher than traditional ads in the category
  • 49% more efficient click-through rate compared to standard ad formats
  • 48% lower cost-per-click, delivering better value at lower costs

By turning complexity into clarity and education into play, we helped GrabPayLater cut through category confusion and build emotional connection and trust, redefining what financial marketing could feel like.

A few words from Grab

“This campaign turned financial literacy into a fun and engaging experience for our users. By gamifying how GrabPayLater works, we showed how easy and affordable big-ticket purchases can be. It helped us cut through the noise, build trust, and connect with our audience in a new way.”

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