Cannes Lions
OGILVY NEW YORK, New York / COCA-COLA / 2013
Overview
Entries
Credits
Description
Fanta needs to reach teens in 190 countries all over the world. Our central challenge isn’t imposed by a regulating body. Our challenge is about reaching an enormously diverse audience across diametrically different platforms and devices. Our branded content had to be accessible to everyone, from countries with the highest broadband penetration, to countries with the most basic infrastructure.
Execution
We wanted to demonstrate how Fanta brings more play to the world. Our 72,000-pixel-long PDF is run-able, race-able, and infinitely playable, and is the simplest multiplayer game ever. Play fast enough, and the PDF animates. Go slow and see the animated sights of the Fanta world.
And because Fanta is all about playing together with your friends, we made it easy to turn into a group game. Fans just had to set their phones next to each other to race to the end. We encouraged players to set a prize for the winner. We suggested a bottle of Fanta.
Outcome
We created a true global franchise - it’s universally accessible across the 190 countries our global campaign runs in. It can be consumed across literally any device: from the latest HTML5 enabled web browsers to tablet apps to even basic Nokia phones. No phone? No problem. We even had a print version.
We were the first brand to fully realize the promise of Coke’s “liquid & linked” content strategy– the core story spilled across every possible channel – from the graphic novel itself to games, TV, Facebook, and online video.
Finally, everything we touched turned playable – our story, our games, our Facebook posts, even our TV spots. We took Fanta from just another soda to a true play brand, inspiring play around the world.
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