Extending television engagement through digital play, strengthening audience connection via accessible online interaction.
Omroep MAX sought to extend the enjoyment of the TV programme Stop de Tijd beyond broadcast. The ambition was to add an interactive layer that deepened audience engagement, while staying true to the inclusive and approachable character of the brand.
A fully digital version of the game was developed, including website, game mechanics, CMS and backend infrastructure. Usability and accessibility were central design principles, ensuring the platform appealed to Omroep MAX’s core audience while remaining attractive to a wider public.
In addition to the standard version, a special Beurs (Stock Market) edition was introduced, adding topical relevance and gameplay variation.
Reach: Over 150,000 unique players
Engagement: 20,000+ weekly active users
The project demonstrated how television and digital experiences can reinforce one another. Stop de Tijd evolved from a programme to watch into a shared experience to actively participate in.
Cognitive engagement through digital continuity, translating on-air learning into a daily online habit.
For years, the TV programme MAX Geheugentrainer helped viewers stimulate their memory in a playful way. The challenge was to translate this experience into an online environment, enabling users to continue training beyond the broadcast moments.
A complete online extension of the programme was developed — from concept and design to production and guidance. The platform included a dedicated website with all games, a user-friendly CMS, clear instructions, and a stable backend and hosting environment. Every element was designed around the same principles as the TV show: accessible, intuitive and enjoyable.
Reach: Over 150,000 unique players
Engagement: 30,000+ weekly active users
The digital Geheugentrainer transformed a television format into a daily routine for thousands of users. It became a place where play and mental training converge — connecting generations through the shared goal of strengthening cognitive skills in an approachable, playful way.