GiXo's "Mygru" Utilized in i-dle's Fan Participation Bingo Project: Designing Experiences to Promote Continuous Fan Engagement Through Gamification
GiXo, Inc. announced that its data/AI x gamification platform "Mygru" has been adopted for "i-BINGO," a fan participation bingo project implemented on the official LINE account of K-POP girl group i-dle. This initiative aims to design experiences that promote continuous fan participation and deepen relationships.
📋 Article Processing Timeline
- 📰 Published: May 7, 2026 at 23:00
- 🔍 Collected: May 7, 2026 at 14:31
- 🤖 AI Analyzed: May 7, 2026 at 14:50 (18 min after Collected)
GiXo, Inc. (Headquarters: Minato-ku, Tokyo, CEO: Tomohiro Amino, hereinafter: the Company) is pleased to announce that "Mygru," its "data/AI x gamification" platform, has been adopted for "i-BINGO," a special campaign conducted on the official LINE account of the K-POP girl group "i-dle."
This initiative is a participatory bingo-style content deployed on the LINE Mini App. By combining access at regular intervals and ranking functions, it creates a mechanism that encourages users to participate repeatedly, thereby fostering continuous fan engagement and building relationships that do not end with a single interaction.
■ Background
In recent years, while information dissemination through SNS and official accounts has become common in the entertainment industry, creators and businesses face the challenge of designing touchpoints to continuously connect with fans and deepen relationships.
LINE Yahoo Japan's "LINE Entertainment Account" also points out the importance of a continuous connection between creators and fans (※1), raising questions about how to create touchpoints and subsequently build relationships.
Amidst a broad customer base ranging from core fans to light fans, how to deepen relationships with light fans is one of the important themes in the entertainment domain.
In response to these themes, our "Mygru" platform is deployed as a LINE Mini App available on LINE Entertainment Accounts, serving as a mechanism to encourage fan behavior in areas with high engagement such as artists and content (※2).
Mygru, through its gamification design where the user's own actions drive the experience, provides a sense of accomplishment and connection to artists/content, promoting natural participation in initiatives even among light fans. By accumulating small behavioral changes, it promotes continuous use = habituation, and through the utilization of behavioral data obtained from touchpoints, it supports the design of measures that lead to deeper fan relationships.
(※1) LINE Yahoo Japan: LINE Official Account for creators renewed and offered as "LINE Entertainment Account" (2024.05.29) https://www.lycorp.co.jp/ja/news/release/008488/
(※2) GiXo strengthens functional collaboration with LINE Entertainment Account, offers "Mygru" LINE Mini App for LINE Entertainment Account, improves fan experience in artist's LINE Official Account operation (2026.02.13) https://www.mygru.jp/news/-yWlTVIm
■ Aim
This initiative utilizes "Mygru"'s bingo function, incorporating a design where bingo balls can be acquired every 8 hours and ranking elements. By designing user actions to lead to bingo progress and achievement, it promotes active participation.
This aims to prevent fan engagement from being a one-off event, creating a state of daily recall, and motivating further actions such as deepening relationships or joining fan clubs.
Furthermore, by acquiring and accumulating a series of behavioral data such as bingo progress and points earned, we aim to understand fan engagement and behavioral characteristics, and utilize this for future campaign design and communication optimization.
Based on the knowledge gained from this initiative, our company will expand similar mechanisms to other artists and content, supporting customer understanding for fan bases in the entertainment domain and enhancing measures that lead to deeper relationships and habituation through accumulated actions.
■ "i-BINGO" Overview
A limited-time bingo campaign commemorating the opening of i-dle's LINE official account and the Yokohama world tour concert.
Participants use bingo balls, which can be acquired every 8 hours, to fill cards and aim for bingo. "BINGO points" obtained from bingo achievements can be used for prize draws for items such as signed goods, and top-ranked players will receive exclusive rewards.
【Campaign Period】
・Campaign Period: March 24, 2026 (Tue) 18:00 ~ June 21, 2026 (Sun) 23:59
・Prize Exchange Period: Phase 1: March 24, 2026 (Tue) 18:00 ~ June 21, 2026 (Sun) 23:59
Phase 2: May 7, 2026 (Thu) 12:00 ~ May 18, 2026 (Mon) 11:59
【How to Participate】
・Add i-dle LINE official account as a friend
・Tap "i-BINGO" from the rich menu on the chat screen
・Bingo balls acquired every 8 hours
This initiative is a participatory bingo-style content deployed on the LINE Mini App. By combining access at regular intervals and ranking functions, it creates a mechanism that encourages users to participate repeatedly, thereby fostering continuous fan engagement and building relationships that do not end with a single interaction.
■ Background
In recent years, while information dissemination through SNS and official accounts has become common in the entertainment industry, creators and businesses face the challenge of designing touchpoints to continuously connect with fans and deepen relationships.
LINE Yahoo Japan's "LINE Entertainment Account" also points out the importance of a continuous connection between creators and fans (※1), raising questions about how to create touchpoints and subsequently build relationships.
Amidst a broad customer base ranging from core fans to light fans, how to deepen relationships with light fans is one of the important themes in the entertainment domain.
In response to these themes, our "Mygru" platform is deployed as a LINE Mini App available on LINE Entertainment Accounts, serving as a mechanism to encourage fan behavior in areas with high engagement such as artists and content (※2).
Mygru, through its gamification design where the user's own actions drive the experience, provides a sense of accomplishment and connection to artists/content, promoting natural participation in initiatives even among light fans. By accumulating small behavioral changes, it promotes continuous use = habituation, and through the utilization of behavioral data obtained from touchpoints, it supports the design of measures that lead to deeper fan relationships.
(※1) LINE Yahoo Japan: LINE Official Account for creators renewed and offered as "LINE Entertainment Account" (2024.05.29) https://www.lycorp.co.jp/ja/news/release/008488/
(※2) GiXo strengthens functional collaboration with LINE Entertainment Account, offers "Mygru" LINE Mini App for LINE Entertainment Account, improves fan experience in artist's LINE Official Account operation (2026.02.13) https://www.mygru.jp/news/-yWlTVIm
■ Aim
This initiative utilizes "Mygru"'s bingo function, incorporating a design where bingo balls can be acquired every 8 hours and ranking elements. By designing user actions to lead to bingo progress and achievement, it promotes active participation.
This aims to prevent fan engagement from being a one-off event, creating a state of daily recall, and motivating further actions such as deepening relationships or joining fan clubs.
Furthermore, by acquiring and accumulating a series of behavioral data such as bingo progress and points earned, we aim to understand fan engagement and behavioral characteristics, and utilize this for future campaign design and communication optimization.
Based on the knowledge gained from this initiative, our company will expand similar mechanisms to other artists and content, supporting customer understanding for fan bases in the entertainment domain and enhancing measures that lead to deeper relationships and habituation through accumulated actions.
■ "i-BINGO" Overview
A limited-time bingo campaign commemorating the opening of i-dle's LINE official account and the Yokohama world tour concert.
Participants use bingo balls, which can be acquired every 8 hours, to fill cards and aim for bingo. "BINGO points" obtained from bingo achievements can be used for prize draws for items such as signed goods, and top-ranked players will receive exclusive rewards.
【Campaign Period】
・Campaign Period: March 24, 2026 (Tue) 18:00 ~ June 21, 2026 (Sun) 23:59
・Prize Exchange Period: Phase 1: March 24, 2026 (Tue) 18:00 ~ June 21, 2026 (Sun) 23:59
Phase 2: May 7, 2026 (Thu) 12:00 ~ May 18, 2026 (Mon) 11:59
【How to Participate】
・Add i-dle LINE official account as a friend
・Tap "i-BINGO" from the rich menu on the chat screen
・Bingo balls acquired every 8 hours