29.8.14

Virgin Mobile | Game Of Phones

Insight

Virgin Mobile is the black sheep of the Virgin family of brands. Despite all of the other services with the Virgin name, it is a budget brand in Australia. The average age of its consumer base is 42 years old who are value-driven traditionalists who use Virgin Mobile because it is the cheapest telco in the market. As any marketer will tell you, this is not exactly a prime segment, and on top of that, it isn’t the target Virgin brands are known for catering to.
With only 4% market share, Virgin Mobile is behind its next closest competitor (20% share) by a considerable margin. In order to grow, Virgin Mobile needed more than just a marketing effort; it needed a complete shake up of how it operates. It needed to develop the same brand equity and loyalty amongst young people who admire Virgin for challenging the status quo in other businesses. Instead of just acting like a telco, Virgin Mobile needed to become a way of life.

Strategy

Virgin Mobile slowly fell into the trap that the only value it could provide was in cost, but value can come in any number of forms. Being part of the Virgin family has its benefits, in SMG’s ammunition it had a range of Virgin Family rewards – from Virgin airline velocity points, to crates of wine, to gym membership and Virgin financial services – rewards that sit well outside of the telco remit! 
Rewards work best, though, when people have a way to actively participate in the programme, rather than passively wait to accumulate prizes. Regularly updated, attainable goals lead to an ongoing cycle of positive reinforcement that many brands have capitalised on via gamification. Where many programmes fall short, is when the challenges only pit the user versus brand. When young people participate with friends, reinforcement comes from both the brand and their social circle.
The idea was to get young people involved in Virgin Mobile via gamification, but the game wouldn’t be between them and Virgin. It would be a game between young people and their friends; with real risks and immediate rewards. Introducing the Game of Phones, Australia’s largest ever, location-based mobile app challenge, where consumers are the warriors, their mobile is their weapon and the Virgin Family rewards are the treasure. With their mobile handsets as weapons, SMG endeavoured to turn the media landscape into a battleground like no other.

Execution

It created a mobile that game challenged players to hunt for virtual prizes worth $200,000 in a combined alternative reality and real-world interaction, found on the Game of Phones’ app map screen on their smartphones. When players came within 50 metres of a prize icon, they can tap to claim it, but it could then be stolen by other players located within 100 metres.



It needed to be in constant communication with warriors on the ground, so set out to utilise media that helped to create a real-time self-perpetuating feedback loop with game players. Social media and dynamic online messaging formed the foundation of the campaign, providing live and local tracking of every player and every reward. Radio provided an opportunity to facilitate live updates and voltage around prizes and offers with street teams to engage retail.
Outdoor media was brought into the modern battle age through real-time targeting and messaging, never done before anywhere in the world. Working with Outdoor suppliers SMG created a dashboard that allowed it to control every single Outdoor panel individually, or as a group, so that it could push game messages out to specific game players, anywhere and in real-time. (eg. “warrior Silver, Battleaxe just stole your prize, he is still in the area!”) It drove traffic to retail stores by making them the only “safe houses” for warriors to hide with their virtual prizes, and Virgin mobile lounges and airport areas became places to brag about wins.

Results

In the cut-throat battle of telco’s, Virgin was quickly crowned king. The app quickly secured over 40,000 downloads, pushing it to the top 15 apps on Android within the first week alone. Over three weeks of game play the battlefield was fierce with 39,245 active users playing more than 64,942 sessions. The 531 prizes were stolen 82,395 times; an average of 155 steals per prize. They were visceral in their quests by travelling 239,500 kilometres and cumulating over 5 years of game play and $2.5 million in earned media! When they needed shelter 14,568 players entered a ‘Safe House’ (Virgin Mobile store) to protect their loot for up to an hour at a time. As in all wars there was only one king who played 8 hours a day to win $50,000 and the title Game of Phones Champion!
BRAND:
Virgin Mobile
CATEGORY:
Telecoms/Mobile
REGION:
Australia
DATE:
November - December 2013
AGENCY:
Starcom Mediavest
MEDIA CHANNEL:
Digital,Mobile,Out-of-Home

Vogue Sunglasses | Vogue Style Mirror

Insight

Statistical evidence proved for Vogue Sunglasses that stylish experiences and lifestyle engagement increased not only brand measures but delivered immediate pay back in sales. At the same time OMD knew that the abundance of competitions increasingly alienated young audiences, especially when they are connected to cool brands. Vogue reacted to the first insight and created Vogue Style Miles – an engaging competition to collect miles/points with the main prize being a trip to Brazil.
OMD’s challenge was the second part. How could it create the respect, attention and participation this project deserves and generate sustainable growth of demand for this season and the years to come?

Strategy

Oh my God… another competition? The young, fashionable, smart consumer Vogue is talking to is literally assailed by numbers of events weekly. However, this had the outstanding main prize and wanted to maximise the pull of the potential trip to Brazil.
Research through social network and search data showed that Brazil is the destination that is most connected to mystical but fun experiences: Dancing Samba in a vividly coloured street or playing football at the Copacabana beach? Everybody has had a dream about Brazil.
How can OMD transfer the Brazilian collective imagination into a physical experience space in Italy? The answer was:  let people travel without leaving.

Execution

The agency built an interactive space with digital ultra-high resolution screens where consumers could try Vogue Sunglasses and project themselves in many different social contexts of this exotic destination: a pool party, a beach sunset, an elegant dinner and many others.

The Style Mirror was the place where the brand story met consumer imagination, while wearing sunglasses was the access gate. When the interactive screen was completed, it immediately understood the amazing power of that device: Placed in hand-selected environments of highest affinity such as aperitif parties in upmarket locations it suggested to experience Vogue Glasses in a dream Brazilian virtual environment.
Supported by a targeted strand of bought media, Display, Radio, Print and Social platforms, Vogue moved consumers in to the owned environment, where consumers could transfer themselves into the Brazil setting.
The Style Mirror, heart of consumer experience, was surrounded by sunglasses to try on: consumers could wear their favourite eyewear imagining being a star in Rio or dancing with friends in amazing locations. Connected via Facebook, consumers shared this fun, while in parallel posts generated also suggested the best retailers in the area. The idea of watching themselves from a new perspective in an exclusive environment made people feel like a star in a dream: this was the aspirational purpose of this campaign.

Results

Style Mirror smashed expectations: 5,771 people dreamed to be in Brazil for a few minutes and entered the contest, which is six times more than the competition of last year and 16 times more than the average of comparable competitions (350 - average provided by Vogue).
Consumers also shared this experience with friends on social media multiplying the exposure with the result that Italy is the number one country among 34 providing the most registered contacts to the Style Miles rewarding platform (11.290 Italians out of 20.383 global).
And most importantly it delivered significant purchase uplift: +20% vs previous year in the areas where events took place. 
BRAND:
Vogue Sunglasses
BRAND OWNER:
Luxottica
CATEGORY:
Luxury Goods
REGION:
Italy
DATE:
June - July 2013
AGENCY:
OMD
MEDIA CHANNEL:
Experiential,Online

Samsung Galaxy | SOS Island

Insight

Photos exist to capture important moments, but now more than ever, they also exist to show off what you are doing to the world. But if the photos you’re taking aren’t good enough, who are you going to impress?
Enter the Samsung GALAXY NX Camera and GALAXY S4 Zoom camera smartphone. These new Samsung connected cameras enable people to take amazing photos and immediately share them with social circles, just like your favourite smartphone. 
The benefit of picture quality is clear, but the problem is no one knows these better options for capturing and sharing unbelievable photos exist. Starcom MediaVest needed to show Millenials obsessed with sharing pics to gain social cred what the Samsung cameras could really do -- take pics that will make their friends’ mouths drop with envy.

Strategy

In this age of social media, the line between what is real and what is “reality” no longer exists. Today’s technological advancements enable us to seamlessly capture every beautiful moment of our lives, and share them with our world at the click of a button. While this offers our connections an unparalleled view into what we do, what we capture actually becomes vicarious life experiences for all of our friends.
As a result of this, experiences worth sharing have become our social currency. A unique experience is worth the world to a friend longing for an adventure they never imagined possible.
So when Samsung asks people to purchase GALAXY S4 Zoom and GALAXY NX Cameras, it is really asking them to be generous with their lives. To capture and share those meaningful moments; because those moments are likely just as meaningful to friends.

Execution

Samsung gave 16 people a chance to truly feel what it was like to experience “reality” by creating Samsung SOS Island, a real-time survival competition show set on an uncharted tropical island. Each contestant was chosen based on their application video posted to YouTube, social media influence and previous outdoor experiences. After an intensive week of training with survival expert Les Stroud, contestants were narrowed in half and relocated to the island to take part in team challenges aided by Samsung GALAXY S4 Zoom and GALAXY NX cameras.
Contestants captured the experience on the Samsung devices and immediately uploaded to their social network and Samsung’s followers to watch their journeys unfold online and vote for their favourite contender. Contestants participated in challenges like building a shelter, water purification and food foraging while they interacted with their followers on social media to drive more votes. After 12 challenges and 100,000 total unique votes, Graham Hughes was crowned the victor of SOS Island.

People watched the show online via the website and YouTube, on mobile and even on Xbox Live, making SOS Island a truly platform agnostic entertainment experience. Live streaming of challenges helped create deeper real time interaction with viewers. Plus, SMG leveraged Facebook, Twitter and YouTube in real time to drive conversations from the ground up, including a first-ever real time “Promoted-Tweet-in-Display” banner unit to give contestants’ tweets scale outside of Twitter. Other prominent publishers’ websites and influential blog sites helped create rich editorial content about the show, driving the conversation further.

Results

Through SOS Island, Samsung gave people the chance to experience something truly unique: a vivid and beautiful world through the connected capabilities of the GALAXY S4 Zoom and GALAXY NX camera. Before the island journey even started, it received 11,500 applications from over 132 countries around the globe before narrowing down to the 16 contestants, thanks to PR and social media campaigns. After the videos were distributed, nearly 18 million minutes were watched by viewers around the world. 
Plus, SOS Island resulted in enormous scale with nearly 4.1 billion total impressions globally and the earned media value received nearly doubled what was paid. Through 1.6 billion paid media impressions, 2.5 billion more impressions were earned through press coverage and social media postings from Samsung and the contestants. @SOSIsland was mentioned nearly 750,000 times on Twitter and through comments and likes on Facebook.
Now, people actually know about the cameras. Awareness rose by up to 12% in key markets.


BRAND:
Samsung Galaxy
BRAND OWNER:
Samsung
CATEGORIES:
Electronic Goods
Entertainment
REGION:
Australia
France
Germany
India
Indonesia
Italy
Korea, North
Korea, South
Malaysia
The Netherlands
Philippines
Russia
Singapore
South Africa
Spain
Sweden
Turkey
United Arab Emirates
United Kingdom
United States
DATE:
August - December 2013
AGENCY:
Starcom Mediavest
MEDIA CHANNEL:
Integrated,Mobile,Online

Welcome To The New Age Bentley

Insight

Traditional, conservative and old fashioned; once a quintessentially British classic, Bentley was losing its spark. There is no doubt that Bentley offers an unparalleled luxury experience; whether it’s the beauty of the paintwork, the crisp smell of the supple hand-stitched leather interior or the satisfying sound of the key as it slides into the ignition.


For many though, the brand had lost the emotion and passion that once made it so iconic. Online, bloggers were asking: “Where’s the spark? When was the last time Bentley did anything worth getting excited about?” 
An old-fashioned image was attracting older buyers. Bentley’s mature customer base did not reflect what was happening in the luxury market. A new breed was emerging:  young, extremely wealthy car buyers hungry for unique experiences.
Put simply, it needed to stop talking to Prince Charles and instead, speak to Prince Harry and his wealthy friends: a group of independent, ambitious and technologically engaged trendsetters.

Strategy

When it came to solving Bentley’s image problem PHD knew it had to change decades of ingrained media habits; it was a case of go big or go home.
So, for the first time ever, the agency steered Bentley away from niche, classic car magazines and partnered with a powerful, young consumer brand: GQ - the most successful title in the men’s upscale publishing market. GQ’s scale (presence in key markets UK, China, US, Germany and Russia) and it’s forward facing approach to fashion and luxury would help PHD express Bentley’s new vision to a young, wealthy Prince Harry-esque audience. GQ’s portfolio of products (strong digital and mobile assets as well as the magazine itself) would ensure that tech savvy prospects could engage with Bentley content in a variety of formats on their device of choice.

Execution

Together, Bentley created a 24-page bespoke supplement filled with inspiring content, exploring the new rules of modern luxury. Released within GQ’s June issue, “GQ Deluxe” content was focused around three subjects: Luxury Destinations, Objects of Desire and the New Connoisseurs.
The printed edition hit newsagent shelves on May 2, 2013 with enhancements and added interactive functions bringing the content alive through the tablet edition at the same time.
A Bentley “New Luxury” hub was created online, running within the GQ site for three months. The hub hosted selected content from the print supplement and highlighted the unique personalisation experience offered by Bentley. A bespoke online video created by GQ showed the Bentley factory and personal touches available to tailor your very own Bentley. Online display across the GQ.com platform drove visitors to the hub, while presence on both Bentley and GQ’s social media channels further fuelled engagement through a share functionality and links to the Bentley site.

Results

The campaign objective was to deliver high engagement levels, generate visibility for the brand and get conversations started with a younger audience which is exactly what was achieved.
The target audience have been busy searching for more information. In the UK, 1 in 10 who visited the hub clicked through to explore the Bentley site. The quality of the content meant that people were super engaged, with the average visitor spending 1.38 minutes on the hub (vs a luxury brand benchmark of 54 seconds). Over 54,000 have watched the bespoke video – equivalent to the capacity of the Olympic Stadium! Crucially, the content was something that people wanted to share, achieving 10,000 likes and shares across Facebook and Twitter.
An additional 50,000 reprints were distributed to Bentley’s global dealership network to introduce the new luxury experience to potential buyers. All in all the campaign was triumphant and with success across all of its key markets, Bentley’s new luxury message has now reached 17 million key prospects – an exponential shift in coverage versus previous campaigns!
BRAND: Bentley
CATEGORY: Automotive
REGION:
China
Germany
Russia
United Kingdom
United States
DATE: June - December 2013
AGENCY: PHD
MEDIA CHANNEL:
Online,Print

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