On Twitch, streaming breaks have always meant losing attention. When streamers step away, interaction drops and audiences leave.
OTTO and Twitch transformed this downtime into real-time engagement.
With Interactive Intermission, breaks became interactive moments: The streamer’s setup in the background turned into an active space where viewers could explore products and decide which new items to add in real-time. All while the streamer was gone.
As a result, breaks became moments of participation. Viewers stayed, interacted and returned, achieving a 0% bounce rate and a 39% increase in chat activity.
For OTTO, the impact went beyond visibility: in under 15 hours, the campaign generated 2.7 million impressions and over 17,000 direct interactions. The brand became part of the experience, shifting from retailer to active participant in Twitch culture.
Interactive Intermission proves how brands can move from interruption to integration. Its success led to a scalable, bookable Twitch advertising solution.