Entertainment > Branded Content

THIS IS NOT A GAME

VML, Mexico City / MOVISTAR / 2024

Awards:

Shortlisted Cannes Lions
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Overview

Credits

OVERVIEW

Why is this work relevant for Entertainment?

Until recently, gaming was a peaceful place where millions of gamers spent their time connected. Movistar Telecom knows this very well, as 40% of its business is in gaming, and as part of its brand pillars, it is committed to keeping it safe.

However, drug cartels, or "narcos," have moved from recruiting children on the streets to doing it in video games, breaking into a space of entertainment that gamers, parents, and even the government thought was untouchable.

We decided to get in the game to alert millions of players about this problem, which they were unaware of until now.

Please provide any cultural context that would help the Jury understand any cultural, national or regional nuances applicable to this work.

In Mexico, thousands of children are being recruited through mobile video games to join organized crime. The video games they play on their smarthphones, which is the preferred platform for 81.4% of gamers, leave them more exposed. They become easy targets for drug cartels seeking to approach them through gaming.

Movistar Telecom is a brand socially committed to the digital environment, ensuring that gamers have a safe space. That's why they created a video game film, an engaging content piece that used gaming entertainment to connect with audiences and deliver a message based on real events.

Using a video game narrative, they aimed to warn children and young people that the outcome of becoming involved with drug cartels is fatal. No matter how attractive it sounds or appears, it never ends well. They also raised awareness among parents about supervising their children more closely and ensuring the “narcos” do not play with their lives.

The danger is not only in the streets but also in our homes, on our mobile devices, and has infiltrated the world of entertainment in the most popular and widely watched video games.

For Movistar Telecom, this is not just a game. To counteract and minimize the growing impact of these harmful practices, they decided to act by creating content that appeals to the tastes and interests of their target audience: gamers.

Background

Situación:

Recruitment through gaming is a danger that the gamer community was unaware of, and they were not conscious of the fact that drug cartels were entering their world to disrupt the peace they had. The more time they spent entertained, the more time they were exposed to being contacted.

Brief:

As a socially responsible company committed to building a safe digital environment and having a strong presence in gaming, the brand needed to launch content that would stand out within a world that features the latest in entertainment.

Objectives:

Movistar Telecom, as a socially responsible company, will always safeguard its users' cybersecurity. Therefore, it aims to connect using the codes and language of a gamer audience that uses smartphones for entertainment. We must make them understand that recruitment can start like a game, but it will always end like one: in Game Over.

Describe the strategy & insight

Audience insights.

Young gamers, parents who game, and non-gaming parents.

81.4% of this audience of gamers use smarthphones as their connection platform, so we had to speak to them in their language.

Community building and management approach.

Once the media began to raise awareness of this issue and the community began to react to the content, we directed them to our site where they could find information on how to stay protected with a parental control or with information from Freedom Squad, a group of gamer cybersecurity experts.

Describe the creative idea

Clearly explain the creative idea?

This fictional video game film, inspired by real events, tells the story of a young gamer who is deceived and recruited through a mobile gaming platform.

A video game film designed to connect with gamers, featuring characters who move and act like video game characters, with a narrative similar to Grand Theft Auto (GTA), the most famous video game in history, and an epic ending. Therefore, we had to be impactful, engaging, and true to the tastes of our audiences.

How did the creative insight directly influence the amplification of the brand message?

81.4% of gamers in Mexico, who use Movistar smarthphones as their entertainment platform, resonated with the message of the video game film: to stay safe in a secure environment.

Describe the craft & execution

Implementation

In a month when the conversation on social media revolves around children (because Mexico celebrates Children's Day on April 30), we wanted to raise awareness about the issue and emphasize the importance of monitoring who our children are playing with.

Timeline

April 8, 2024 - May 8, 2024

Placement

The piece was broadcast on Facebook, YouTube, YouTube Shorts, Instagram, X, TikTok, cinemas, TV, and Movistar Arena.

Scale

It was launched in a space sponsored by Movistar Telecom for gamers: Arena Movistar, and amplified in Mexico's most important tournament: the final of League of Legends, where one of the teams sponsored by the brand (R7) presented it. Influencers, gamers, and Twitch streamers retransmitted and shared it on their Discord, Twitch, and social media channels. A specific forum was created for Freedom Squad, the largest video game cybersecurity group in Mexico, to discuss the topic.

Describe the results

Reach

More than 34 million users were impacted across different platforms.

Even representatives from the UN/UNODC (United Nations Office on Drugs and Crime) approached us to continue working together.

2 million hours in social media in 2 weeks.

Engagement

A 7-minute piece on digital platforms managed to connect with our audience thanks to its entertaining and impressive narrative.

Impact

We premiered in front of over 300,000 viewers.

+ 23 millions of views across platforms in 2 weeks.

Quality of experience and interaction

We were the most-streamed brand in Mexico.

Change in behavior

Searches for parental control increased by 67%.

Brand perception

87% positive sentiment.

Achievement against objective

The initial goal was to achieve a total of 22 million views, which was surpassed in just 2 weeks.

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