Myers Media Innovation and Creativity Awards: Gold Agency Winners
Published: April 9, 2007 at 11:54 AM GMT
Last Updated: September 20, 2007 at 11:54 AM GMT
Initiative Media, Leo Burnett-Detroit, MindShare and Starcom USA are Gold Winners
Today, Jack Myers Media Business Report presents the Gold winners for the 4th Annual Myers Media Innovation and Creativity Agency Awards. Tomorrow, the Agency Grand Award winner will be announced followed later this week by finalists for Myers Media Innovation and Creativity Media Company Awards.
Congratulations to all the Gold Award Winners!
Myers Media Innovation and Creativity Awards: Gold Agency Winners
Company: Initiative Media Entry Title: Saw III DVD Launch Other Companies Involved: Lionsgate, MobiTV, Comedy Time Individuals Who Deserve Recognition: Anne Parducci-Lionsgate, Chela Johnson-Lionsgate, Jack Hallahan-MobiTV and David Goldman-Comedy Time
Company: Leo Burnett Detroit Entry Title: Pontiac Second Life Other Companies Involved: Client: Pontiac; Agency Partner: Campfire; Production: Millions of Us Individuals Who Deserve Recognition: Mark-Hans Richer-Pontiac, Tor Myhren-Leo Burnett and Mike Monello-Campfire
Company: MindShare Entry Title: Unilever Axe Other Companies Involved: BBH, Edelman and GMR Individuals Who Deserve Recognition: Jeff Cole, Cheryl Entler and Rebecca Lorenzen
Company: Starcom USA Entry Title: Playtex's "Real Solutions for Today's Woman" Other Companies Involved: Sara Lee Corporation Individuals Who Deserve Recognition: Sam Karow and Courtney Sikes
Myers Media Innovation and Creativity Awards: Gold Agency Winners-Individual Submissions
Company: Initiative Mediay Title: Saw III DVD Launch
Description of goals and strategies of program: The goal of the program was to build buzz and awareness around the Saw movie franchise to support the release of Saw III on DVD. The young male target audience for the Saw franchise is notoriously hard to reach. An integrated campaign was needed to find them on multiple platforms in ways that they found compelling. Advertising has to be treated like content to get this target to pull messages into their entertainment experience.
Description, including what aspects make it worthy of recognition, why it is innovative, how it was developed, presented, approved, and implemented, as well as obstacles confronted during the development, approval and implementation process: The Saw III DVD launch campaign expanded the boundaries of mobile advertising and the concept of brand integration. The program elements included:
- The first ever streaming wireless TV channel devoted to a film
- The first ever brand integration into made for wireless and broadband content
- The first ever interactive mobile ad
- We programmed and launched on MobiTV (the mobile streaming video content service on all wireless carriers except Verizon) a dedicated Saw TV channel. In a world where people control the content that they see, advertising has to be treated as content to make it through the consumer filter. Understanding the value of Saw content was the key to creating and selling through the first ever studio wireless channel. The Saw channel included trailers, interviews, and a variety of content relating to the franchise.
- We created the first branded entertainment integration into made-for-mobile/broadband content. We worked with Comedy Time, the top rated sketch comedy production company for broadband and mobile, to integrate Saw themes into original comedy programming. Research made it clear that there was tremendous overlap between our target and Comedy Time's audience. Saw III was integrated into a variety of Comedy Time's most popular serialized content, from stand-up comedy to original ongoing skits. We wanted to harness Comedy Time's creative talent, and provided very loose creative guidelines for the integrations; and it worked. Comedy Time delivered a tremendous range of great content, fro mover the top shameless promotion of the DVD release to more subtle allusions to Saw films and the horror genre.
The resulting content lives on 40+ broadband internet sites and four wireless platforms, including MobiTV and Amp'd. At the time when wireless banner ads are receiving press ink, we went far beyond that by integrating into the actual content.
- Another innovative aspect of the campaign was the launch of the first ever interactive mobile ad unit. In addition to the Saw channel on MobiTV, we ran a full ad schedule on their network of channels. Consumers that saw the ads on Cingular could click on them to and directly link to the Saw channel.
The program exceeded expectations, but as with all innovative programs there were unexpected challenges along the way. Creating a channel and a two-screen integration program goes beyond trafficking ads and typical approval processes. The challenges stemmed from the fact that all the key players had to do things they have never done before. From having to source the Saw franchise materials, to programming an entire channel to managing, reviewing and approving the custom integrations.
Company: Leo Burnett Detroit Title: Pontiac Second Life
Description of goals and strategies of program: Pontiac was looking for a program that would continue to build the Pontiac brand and the Solstice GXP. They desired to create a presence in Second Life that would empower the car community. With a rich brand heritage as a culturally progressive brand, Pontiac was in a unique and credible position to deliver upon this promise.
In conjunction with the launch of the new 2007 Solstice GXP, Pontiac joined the Second Life community to establish a "car culture" with Pontiac as the hub.
Second Life is a 3-D, online virtual world created by Linden Labs that is entirely developed and owned by the 2 million users that inhabit it. It is a vibrant digital community growing at a rate of 20% per month. Pontiac's mission is simple: Work with the Second Life community to create a place for car lovers that doesn't currently exist in that world.
Description, including what aspects make it worthy of recognition, why it is innovative, how it was developed, presented, approved, and implemented, as well as obstacles confronted during the development, approval and implementation process: Entering into a new partnership, particularly in a virtual world with a real economy and real social dynamics, calls for something extraordinary. Pontiac wanted to do something different than any other marketer in Second Life. Pontiac rose to the challenge by partnering with the Second Life community to create an automotive culture.
Pontiac introduced a campaign in which they created a 6-region land mass, called Motorati Island. The introduction to Motorati began with a twist-an offer of free "land," named land-a-palooza, for Second Lifers to create a vibrant car culture within the community. Staying true to the spirit of Second Life, which empowers members to build the community, Pontiac provided parcels of land around Motorati Island to Second Life entrepreneurs and artists who wish to create their own projects devoted to car culture. User applications for the land included a nightclub, a racetrack, a clothing store with car-inspired clothes, a 1950's styled drive-in and more.
At the center of the island Pontiac built a futuristic "dealership" selling customizable versions of the newly introduced Pontiac Solstice GXP. Proceeds for the sale of these virtual vehicles were donated to the Electronic Frontier Fund, a charity designed to protect consumer's digital rights. Pontiac continues to offer virtual test-drives of the Solstice GXP on a Driving Track that surrounds the dealership and a gallery to exhibit these user-modified Solstice GXPs and other community designed auto creations.
Following the public opening Pontiac staged weekly "buzz" events to generate in world interest and traffic to the island including a Jimmy Kimmel Live Jay-Z concert at the Second Life Pontiac Garage stage on Thanksgiving eve, the feature film premier of Altered at the grand opening of Motorati's drive in theater, and the first annual Pontiac Motor Olympics.
For users new to Second Life and to provide easy access to the community to reach the island, Pontiac also built a significant web presence at Motoratilife.com. This website provides a window into Pontiac's Second life effort. People can join the unique Second Life community via the Motoratilife website, which will then take them immediately to Motorati Island for a simple orientation of Second Life with tips that "newbies" should know for a better experience in the world.
Company: MindShare Title: Unilever Axe
Description of goals and strategies of program: AXE Dry is a male deodorant with a playful brand personality centered around the mating game. To educate the young male target about the product's anti-perspirant benefits in sticky situations, MindShare INTERACTION created the AXE Gamekillers ad campaign to illustrate the collection of characters whose sole mission it is to make him lose his cool and ultimately the girl.
Knowing that a large number of the target segment is either a casual or avid videogame player, we strove to create a unique AXE-based interactive experience to make a deeper connection with a broad base of consumers. So we took the Gamekillers concept one step further and launched the biggest filmmaking, or Machinima, promotion in the history of gaming - AXE Gamekillers Fan Film Fest contest - to find the best user-created movie based on the campaign. Hardcore gamers would be engaged by creating the Machinima videos while the greater part of our audience would be involved by viewing the produced content.
Description, including what aspects make it worthy of recognition, why it is innovative, how it was developed, presented, approved, and implemented, as well as obstacles confronted during the development, approval and implementation process: Entrants had to produce a movie based on the Gamekillers ad campaign, created to illustrate the benefits of AXE Dry in nerve-wracking situations, using one of 19 leading videogames. The contest encouraged fans to take their knowledge of the Gamekillers and its assortment of 15 characters, including the "One Upper," "British Accent Guy," and "Drama Queen," and translate it into Machinima, a film produced by combining established techniques of film-making with the tools, resources and virtual environments available in videogames.
We worked with gaming companies to make their videogames available for consumers to play and capture the video from the game. Consumers would then produce their films using the videogame's platform, bringing Gamekillers to life. To tap a broad range of Gamekiller, Machinima and video game enthusiasts, the agency worked with three leading AXE partners: Heavy.com acted as the influencer property, where guys go to find cool content, including existing Machinima; EA.com reached the general audience of game aficionados; and sponsor Xfire connected with the "hardcore" gamers. Heavy.com and EA.com promoted the contest within their sites and sent users to Xfire to learn more about the promotion and to find the "AXE Pack" of brand assets, which included profiles of each character, to use within their movies. Xfire also acted as the portal for users to upload their video submissions.
Company: Starcom USA Title: Playtex's "Real Solutions for Today's Woman"
Description of goals and strategies of program: SHOCKING numbers surrounding women's bras:
- Eighty-five percent of women wear the wrong women's bras:
- Three Oprah Winfrey Show Bra Intervention Specials over 18 months demonstrates topic importance for women
- One important category truth: Women say they would "…rather go to the dentist than the nightmare bra department"
Why are 85 percent of women wearing the wrong bra size?
- Insight #1: Women do not get fitted when they change a dress size
- Insight #2: Full-figured women change size more than the average figure
- Bad fit means physical pain for these women
- Insight #3: Women are in denial about their changing size
- They were a 36C in college, they're a 36C
- Women think they become less feminine by losing a cup size or going up in band size
The opportunity to reach women through Oprah Winfrey is not through her specials devoted to this topic, but by filling the information void that exists between shows through her media outlets
Description, including what aspects make it worthy of recognition, why it is innovative, how it was developed, presented, approved, and implemented, as well as obstacles confronted during the development, approval and implementation process: Idea
Bring to life Playtex's "Real Solutions for Today's Woman" tagline by providing women with the tools and information to find the perfect fit before ever setting foot in the store
The "Real Solution": A Playtex branded tape measure and fit tip card
- 850,000 inserted in the November 2005 issue of O the Oprah magazine
- Easy use/save, discover proper size and fit in private, product suggestions based on self-assessment
- Playtex uniquely offer 1/2 sizes for women between sizes (Nearly A, Nearly B, and Nearly C in addition to A, B, C)
- Implied endorsement by Oprah Winfrey, the bra fit expert
To communicate with or to be contacted by the executives and/or companies mentioned in this column, link to JackMyers Connection Hotline.
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