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ESSENTIAL DATES
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2012 dates to be announced soon
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To introduce three new Mountain Dew flavours to the competitive carbonated soft drink market, the agency created a human pinball machine for extreme sports buffs. The 600 square metre machine had bumpers, flippers and even a plunger to launch players in and three zones for the flavours. The campaign documented the build from start to finish and culminated with a skate competition for thirty of NZ's top skaters. A TVC supported the launch and a videoblog and live feed promoted it online. With only 10 percent of the budget spent on media, the promotion was supported by thousands of websites and blogs and drove an 82.1 percent growth in sales.
Differentiating the client's offerings was the key objective of this campaign. In Australia you can't lend your mate your car unless you nominate them on your insurance. But Australians didn't know this. The agency gave a guy called Tom a car on the condition that he shared it with the entire country. It was fitted with cameras and filmed every time someone flagged Tom down and got behind the wheel of the car. TVCs were broadcast to tell more people where to find Tom and his car and he could be tracked on Twitter. The first nine weeks garnered over 2 million website hits leading to over a million face to face branch visits and over 800,000 car insurance policies sold.
Volkswagen, in its aim to be China's most innovative automotive brand, invented the "Flubber Car", a 3D design that could be moulded by consumers to help them co-create the next "People's Car". The campaign used augmented reality, live "Flubber cars" and online activation points to draw more than 6 million people to its website and add more than 450,000 ideas to the People's Car project.
Johnnie Walker had to fend off an increasing number of competitors in China and needed to break the norms of alcohol advertising. The campaign built on the ethos of progress in the 'Keep walking' tagline to inspire and involve people. The slogan was turned into a conversational platform about the motivations of the young generation and personal growth, raising conversations and overall awareness of the brand significantly.
Coca-Cola wanted to reinvent its classic 'Under the crown' instant-win promotion for the digital age. An app enabled consumers to capture Coca-Cola bottle crowns virtually from their TV sets by swinging their smartphones in front of their screens. The game has been played over 5 million times, with Coke becoming one of the most talked about brands online: within five days of launch, the number of posts increased by 218 per cent year-on-year.