Media > Use of Media
LOWE BRINDFORS, Stockholm / UNILEVER / 2011
Awards:
Overview
Credits
Effectiveness
The campaign has only been soft launched, without any bought media, when this is submitted. Even so, in its first week the Pleasure Hunt had 1,038,573 visitors, spending an average of 7.58 minutes on the site, a 3.88% bounce rate, and 129,250 clicks from Facebook (share). And on Thursday April 14, 2011 it was the most tweeted URL in the world.The brief was to engage the target audience and get them to share The Pleasure Hunt in social media. Even if the site is just days old this has clearly been achieved.
Since the campaign has only just been launched, these results are yet unavailable.
Execution
The brief was to launch Magnum Temptation ice cream online, to create a solution that would engage ”Pleasure Seekers” and make them share and share and share it. So we created something that has engaged people for decades: a classic platform game, where you collect chocolate bonbons (the main ingredient in Magnum Temptation). But we expanded the platform a little. We used the Internet. We teamed up with real international brands and made unique scenarios on their sites. The Pleasure Hunt is a fully interactive experience where you run, jump, drive and fly across the Internet. After playing, people could engage friends on Facebook and by email to try to beat their score. And people really got engaged, but more on that later.
Strategy
”Pleasure seekers”: Urban adults (average age 27 years), slightly more women than men, who spend a lot of time on the Internet. They also like ice cream.To the Pleasure Seeker, the Internet is the first stop for pleasure – here they find, hear about and enjoy pleasure.Pleasure Seekers are avid gamers. Also, the game plays out online – on sites where the target audience feels at home. Finally, it’s a fun and interesting twist to the medium itself.To Magnum the idea brings the positioning “For Pleasure Seekers” to life. It also has a clear focus on the product and its main ingredient (bonbons), making the product the hero of the activity.
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