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Microsoft	
  Xbox	
  
Background	
  and	
  Objectives	
  
Lara	
  Croft	
  is	
  one	
  of	
  the	
  most	
  iconic	
  video	
  game	
  characters	
  in	
  history.	
  Ever	
  since	
  her	
  first	
  appearance	
  on	
  
the	
  PlayStation	
  in	
  1996	
  she	
  has	
  captured	
  the	
  attention	
  of	
  gamers	
  and	
  non-­‐gamers	
  alike.	
  
Fast	
  forward	
  20	
  years	
  and	
  games	
  have	
  changed	
  a	
  lot.	
  The	
  graphics	
  are	
  better,	
  the	
  gameplay	
  faster	
  but	
  
what	
  has	
  changed	
  the	
  most	
  is	
  their	
  depth	
  of	
  story	
  –	
  something	
  that	
  rang	
  true	
  of	
  the	
  latest	
  Tomb	
  Raider	
  
game	
  being	
  launched	
  by	
  Microsoft.	
  It	
  was	
  important	
  to	
  make	
  that	
  clear	
  to	
  gamers:	
  Lara	
  Croft	
  was	
  
tougher,	
  stronger,	
  leaner	
  and	
  grittier	
  than	
  she	
  was	
  before	
  and	
  the	
  challenges	
  she	
  would	
  face	
  would	
  be	
  
harder	
  and	
  more	
  profound.	
  	
  
The	
  game	
  would	
  launch	
  in	
  the	
  most	
  competitive	
  release	
  environment	
  of	
  the	
  year,	
  going	
  up	
  against	
  
Fallout	
  4	
  and	
  Star	
  Wars	
  Battlefront.	
  McCann	
  London	
  and	
  Dentsu	
  Aegis	
  Network	
  teamed	
  up	
  to	
  get	
  gamers	
  
to	
  take	
  notice	
  &	
  understand	
  what	
  the	
  new	
  game	
  stood	
  for	
  and	
  just	
  how	
  tough	
  Lara	
  Croft	
  is	
  today.	
  
We	
  needed	
  to	
  position	
  ‘Rise	
  of	
  the	
  Tomb	
  Raider’	
  as	
  one	
  of	
  the	
  top	
  selling	
  titles	
  of	
  2015,	
  showcasing	
  the	
  
new	
  gritty	
  feel	
  of	
  the	
  title	
  that	
  sees	
  Lara	
  transform	
  from	
  hapless	
  victim	
  of	
  circumstance	
  to	
  survivor	
  .	
  To	
  do	
  
this	
  we	
  needed	
  to	
  increase	
  awareness	
  of	
  an	
  already	
  well-­‐known	
  brand	
  but	
  a	
  relatively	
  unknown	
  title,	
  
whilst	
  building	
  purchase	
  intent	
  amongst	
  both	
  the	
  core	
  franchise	
  fans,	
  as	
  well	
  as	
  broader	
  audiences.	
  
Through	
  print	
  newsbrands,	
  we	
  would	
  prompt	
  action	
  towards	
  a	
  recruitment	
  phrase,	
  in	
  an	
  innovative	
  way.	
  
Insight	
  
Through	
  the	
  use	
  of	
  Dentsu	
  Aegis	
  Network’s	
  proprietary	
  audience	
  tool	
  CCS,	
  we	
  confirmed	
  our	
  initial	
  
thoughts	
  that	
  72%	
  of	
  our	
  audience	
  expect	
  advertising	
  to	
  be	
  challenging.	
  We	
  then	
  joined	
  forces	
  with	
  
McCann	
  London	
  to	
  turn	
  an	
  advertising	
  channel	
  into	
  an	
  entertainment	
  channel	
  –	
  the	
  outcome	
  being	
  
‘The	
  Survival	
  Billboard’.	
  	
  
However,	
  we	
  would	
  also	
  need	
  to	
  drive	
  awareness	
  of	
  the	
  Survival	
  Billboard.	
  So	
  we	
  would	
  play	
  on	
  the	
  
fact	
  only	
  7%	
  of	
  Britons	
  read	
  terms	
  and	
  conditions	
  when	
  signing	
  up	
  for	
  a	
  product	
  or	
  service.	
  	
  
Furthermore,	
  36%	
  of	
  our	
  audience	
  read	
  newspapers	
  on	
  their	
  commute;	
  so	
  we	
  saw	
  an	
  opportunity	
  to	
  
capture	
  our	
  audience’s	
  attention	
  during	
  periods	
  where	
  they	
  have	
  time	
  to	
  read.	
  
The	
  Plan	
  
Rise	
  of	
  the	
  Tomb	
  Raider	
  sees	
  Lara	
  transform	
  from	
  hapless	
  victim	
  of	
  circumstance	
  to	
  survivor.	
  We	
  
wanted	
  to	
  celebrate	
  this	
  iconic	
  moment	
  and	
  bring	
  it	
  to	
  life	
  through	
  a	
  real	
  world	
  challenge:	
  The	
  
Survival	
  Billboard.	
  Eight	
  contestants	
  were	
  elevated	
  above	
  central	
  London	
  to	
  create	
  the	
  world’s	
  first	
  
human	
  billboard.	
  To	
  prove	
  they	
  had	
  Lara’s	
  inner	
  strength,	
  competitors	
  battled	
  the	
  harshest	
  of	
  
weather	
  conditions,	
  with	
  the	
  last	
  one	
  standing	
  (after	
  24	
  hours)	
  taking	
  the	
  prize.	
  
	
  
The	
  campaign	
  began	
  with	
  a	
  recruitment	
  phase.	
  This	
  consisted	
  of	
  the	
  promotion	
  of	
  lengthy	
  ‘Terms	
  &	
  
Horrible,	
  Horrible	
  Conditions’	
  –	
  a	
  humorous,	
  disruptive	
  attempt	
  to	
  discourage	
  would-­‐be	
  contenders	
  
who	
  don’t	
  have	
  what	
  it	
  takes	
  to	
  apply	
  for	
  the	
  ultimate	
  challenge	
  on	
  survivalbillboard.com.	
  	
  
The	
  T&Cs	
  were	
  promoted	
  through	
  print	
  and	
  OOH,	
  quite	
  the	
  reverse	
  of	
  a	
  typical	
  advert,	
  as	
  you	
  can	
  
see	
  from	
  the	
  image	
  below	
  the	
  DPS	
  format	
  consisted	
  only	
  of	
  the	
  T&Cs.	
  However,	
  this	
  focused	
  mostly	
  
on	
  outlandish	
  nature	
  of	
  what	
  the	
  Survival	
  Billboard	
  would	
  be,	
  including	
  funny	
  tongue-­‐in-­‐cheek	
  
comments.	
  	
  
These	
  ran	
  in	
  the	
  Evening	
  Standard	
  and	
  Metro,	
  and	
  were	
  placed	
  in	
  the	
  recruitment	
  section	
  of	
  each	
  
publication.	
  The	
  advert	
  asked	
  the	
  readers	
  to	
  go	
  to	
  survivalbillboard.com,	
  from	
  there	
  they	
  were	
  
required	
  to	
  compete	
  in	
  various	
  survival	
  themed	
  challenges,	
  with	
  the	
  best	
  performer	
  being	
  selected	
  
to	
  join	
  the	
  contestants	
  on	
  the	
  billboard.	
  In	
  addition,	
  the	
  unique	
  creative	
  was	
  used	
  in	
  high	
  impact	
  
digital	
  display	
  on	
  core	
  gaming	
  sites	
  and	
  radio	
  spots	
  (including	
  the	
  full	
  T&Cs	
  read	
  in	
  full	
  during	
  a	
  2min	
  
spot).	
  
	
  
	
  
On	
  12th	
  November	
  2015,	
  seven	
  members	
  of	
  the	
  public	
  (selected	
  from	
  thousands	
  of	
  entrants)	
  along	
  
with	
  one	
  influencer	
  (Jade	
  Jolie)	
  ascended	
  the	
  billboard,	
  where	
  they	
  were	
  challenged	
  to	
  remain	
  for	
  24	
  
hours.	
  The	
  contestants	
  stood	
  against	
  the	
  elements	
  –	
  including	
  raging	
  wind,	
  torrential	
  rain,	
  wild	
  
snowstorms	
  and	
  intense	
  heat	
  -­‐	
  mirroring	
  the	
  tough	
  conditions	
  faced	
  by	
  Lara	
  in	
  the	
  new	
  game.	
  	
  
To	
  ensure	
  scale,	
  the	
  competition	
  was	
  livestreamed	
  on	
  the	
  survival	
  billboard	
  website	
  as	
  well	
  as	
  
Twitch	
  (the	
  UK’s	
  2nd	
  biggest	
  gaming	
  site).	
  In	
  a	
  sadistic	
  but	
  highly	
  interactive	
  twist,	
  viewers	
  could	
  
vote	
  for	
  whatever	
  weather	
  condition	
  they	
  wished	
  to	
  unleash	
  each	
  hour	
  through	
  the	
  microsite.	
  
	
  
To	
  deliver	
  reach	
  against	
  a	
  broader	
  audience,	
  the	
  stream	
  was	
  also	
  pulled	
  into	
  large	
  digital	
  OOH	
  sites	
  
(Manchester	
  Piccadilly,	
  Birmingham	
  Eye)	
  and	
  HPTOs	
  on	
  IGN	
  (the	
  UKs	
  biggest	
  gaming	
  site).	
  We	
  used	
  
print	
  ads	
  in	
  a	
  variety	
  of	
  different	
  newsbrands	
  that	
  showcased	
  “today’s	
  forecast”	
  to	
  ensure	
  readers	
  
were	
  away	
  of	
  their	
  ability	
  to	
  control	
  the	
  weather	
  for	
  our	
  contestants.	
  This	
  helped	
  us	
  secure	
  live	
  
reads	
  on	
  Radio	
  X	
  (via	
  Chris	
  Moyes),	
  and	
  a	
  Twitter	
  trend	
  (#SurvivalBillboard)	
  on	
  the	
  day.	
  	
  
	
  
 
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
After	
  21	
  hours	
  there	
  was	
  one	
  contestant	
  remaining	
  (Adam).	
  Once	
  the	
  survivor	
  was	
  crowned,	
  a	
  wrap	
  
up	
  video	
  was	
  produced	
  showing	
  the	
  highlights	
  of	
  the	
  24hrs,	
  this	
  was	
  then	
  promoted	
  across	
  key	
  
owned	
  channels	
  with	
  paid	
  support.	
  
Results	
  
The	
  campaign	
  gained	
  great	
  traction	
  amongst	
  non-­‐gamers	
  and	
  gamers	
  alike,	
  helping	
  to	
  contribute	
  to	
  
sales	
  of	
  57k	
  units	
  in	
  the	
  first	
  week.	
  
Additional	
  key	
  stats	
  include:	
  
- Average	
  billboard	
  dwell	
  time	
  was	
  8	
  minutes,	
  6000%	
  higher	
  than	
  the	
  average	
  of	
  8	
  seconds	
  
- 45,999,269	
  total	
  impressions	
  
- 6,144	
  mentions	
  #survivalbillboard	
  
- 77,047	
  views	
  on	
  survivalbillboard.com	
  
- 2K	
  sign	
  ups	
  to	
  compete	
  on	
  the	
  Survival	
  Billboard	
  	
  
- 5,216	
  concurrent	
  viewers	
  on	
  Twitch	
  
- Biggest	
  Xbox	
  Twitch	
  campaign	
  ever	
  with	
  over	
  450K	
  views	
  	
  
- 400M+	
  impressions	
  with	
  50+	
  media	
  articles	
  including	
  MailOnline,	
  Mirror	
  online,	
  Shortlist	
  and	
  
Evening	
  Standard	
  	
  
- £3.8	
  million	
  earned	
  media	
  
- 1,620,399	
  views	
  on	
  Facebook	
  &	
  YouTube	
  
- 2,154,233	
  total	
  views	
  (across	
  survivalbillboard.com,	
  Facebook,	
  YouTube	
  &	
  Twitch)	
  
	
  
Client	
  View	
  
“Survival	
  Billboard	
  was	
  a	
  great	
  demonstration	
  of	
  an	
  integrated,	
  multi-­‐media	
  campaign.”	
  
Jon	
  Edney	
  |	
  Sr	
  Category	
  Manager,	
  Xbox	
  Studios	
  
	
  

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Microsoft Xbox case study

  • 1.       Microsoft  Xbox   Background  and  Objectives   Lara  Croft  is  one  of  the  most  iconic  video  game  characters  in  history.  Ever  since  her  first  appearance  on   the  PlayStation  in  1996  she  has  captured  the  attention  of  gamers  and  non-­‐gamers  alike.   Fast  forward  20  years  and  games  have  changed  a  lot.  The  graphics  are  better,  the  gameplay  faster  but   what  has  changed  the  most  is  their  depth  of  story  –  something  that  rang  true  of  the  latest  Tomb  Raider   game  being  launched  by  Microsoft.  It  was  important  to  make  that  clear  to  gamers:  Lara  Croft  was   tougher,  stronger,  leaner  and  grittier  than  she  was  before  and  the  challenges  she  would  face  would  be   harder  and  more  profound.     The  game  would  launch  in  the  most  competitive  release  environment  of  the  year,  going  up  against   Fallout  4  and  Star  Wars  Battlefront.  McCann  London  and  Dentsu  Aegis  Network  teamed  up  to  get  gamers   to  take  notice  &  understand  what  the  new  game  stood  for  and  just  how  tough  Lara  Croft  is  today.   We  needed  to  position  ‘Rise  of  the  Tomb  Raider’  as  one  of  the  top  selling  titles  of  2015,  showcasing  the   new  gritty  feel  of  the  title  that  sees  Lara  transform  from  hapless  victim  of  circumstance  to  survivor  .  To  do   this  we  needed  to  increase  awareness  of  an  already  well-­‐known  brand  but  a  relatively  unknown  title,   whilst  building  purchase  intent  amongst  both  the  core  franchise  fans,  as  well  as  broader  audiences.   Through  print  newsbrands,  we  would  prompt  action  towards  a  recruitment  phrase,  in  an  innovative  way.   Insight   Through  the  use  of  Dentsu  Aegis  Network’s  proprietary  audience  tool  CCS,  we  confirmed  our  initial   thoughts  that  72%  of  our  audience  expect  advertising  to  be  challenging.  We  then  joined  forces  with   McCann  London  to  turn  an  advertising  channel  into  an  entertainment  channel  –  the  outcome  being   ‘The  Survival  Billboard’.     However,  we  would  also  need  to  drive  awareness  of  the  Survival  Billboard.  So  we  would  play  on  the   fact  only  7%  of  Britons  read  terms  and  conditions  when  signing  up  for  a  product  or  service.     Furthermore,  36%  of  our  audience  read  newspapers  on  their  commute;  so  we  saw  an  opportunity  to   capture  our  audience’s  attention  during  periods  where  they  have  time  to  read.   The  Plan   Rise  of  the  Tomb  Raider  sees  Lara  transform  from  hapless  victim  of  circumstance  to  survivor.  We   wanted  to  celebrate  this  iconic  moment  and  bring  it  to  life  through  a  real  world  challenge:  The   Survival  Billboard.  Eight  contestants  were  elevated  above  central  London  to  create  the  world’s  first   human  billboard.  To  prove  they  had  Lara’s  inner  strength,  competitors  battled  the  harshest  of   weather  conditions,  with  the  last  one  standing  (after  24  hours)  taking  the  prize.     The  campaign  began  with  a  recruitment  phase.  This  consisted  of  the  promotion  of  lengthy  ‘Terms  &   Horrible,  Horrible  Conditions’  –  a  humorous,  disruptive  attempt  to  discourage  would-­‐be  contenders   who  don’t  have  what  it  takes  to  apply  for  the  ultimate  challenge  on  survivalbillboard.com.    
  • 2. The  T&Cs  were  promoted  through  print  and  OOH,  quite  the  reverse  of  a  typical  advert,  as  you  can   see  from  the  image  below  the  DPS  format  consisted  only  of  the  T&Cs.  However,  this  focused  mostly   on  outlandish  nature  of  what  the  Survival  Billboard  would  be,  including  funny  tongue-­‐in-­‐cheek   comments.     These  ran  in  the  Evening  Standard  and  Metro,  and  were  placed  in  the  recruitment  section  of  each   publication.  The  advert  asked  the  readers  to  go  to  survivalbillboard.com,  from  there  they  were   required  to  compete  in  various  survival  themed  challenges,  with  the  best  performer  being  selected   to  join  the  contestants  on  the  billboard.  In  addition,  the  unique  creative  was  used  in  high  impact   digital  display  on  core  gaming  sites  and  radio  spots  (including  the  full  T&Cs  read  in  full  during  a  2min   spot).       On  12th  November  2015,  seven  members  of  the  public  (selected  from  thousands  of  entrants)  along   with  one  influencer  (Jade  Jolie)  ascended  the  billboard,  where  they  were  challenged  to  remain  for  24   hours.  The  contestants  stood  against  the  elements  –  including  raging  wind,  torrential  rain,  wild   snowstorms  and  intense  heat  -­‐  mirroring  the  tough  conditions  faced  by  Lara  in  the  new  game.     To  ensure  scale,  the  competition  was  livestreamed  on  the  survival  billboard  website  as  well  as   Twitch  (the  UK’s  2nd  biggest  gaming  site).  In  a  sadistic  but  highly  interactive  twist,  viewers  could   vote  for  whatever  weather  condition  they  wished  to  unleash  each  hour  through  the  microsite.     To  deliver  reach  against  a  broader  audience,  the  stream  was  also  pulled  into  large  digital  OOH  sites   (Manchester  Piccadilly,  Birmingham  Eye)  and  HPTOs  on  IGN  (the  UKs  biggest  gaming  site).  We  used   print  ads  in  a  variety  of  different  newsbrands  that  showcased  “today’s  forecast”  to  ensure  readers   were  away  of  their  ability  to  control  the  weather  for  our  contestants.  This  helped  us  secure  live   reads  on  Radio  X  (via  Chris  Moyes),  and  a  Twitter  trend  (#SurvivalBillboard)  on  the  day.      
  • 3.                                 After  21  hours  there  was  one  contestant  remaining  (Adam).  Once  the  survivor  was  crowned,  a  wrap   up  video  was  produced  showing  the  highlights  of  the  24hrs,  this  was  then  promoted  across  key   owned  channels  with  paid  support.   Results   The  campaign  gained  great  traction  amongst  non-­‐gamers  and  gamers  alike,  helping  to  contribute  to   sales  of  57k  units  in  the  first  week.   Additional  key  stats  include:   - Average  billboard  dwell  time  was  8  minutes,  6000%  higher  than  the  average  of  8  seconds   - 45,999,269  total  impressions   - 6,144  mentions  #survivalbillboard   - 77,047  views  on  survivalbillboard.com   - 2K  sign  ups  to  compete  on  the  Survival  Billboard     - 5,216  concurrent  viewers  on  Twitch   - Biggest  Xbox  Twitch  campaign  ever  with  over  450K  views     - 400M+  impressions  with  50+  media  articles  including  MailOnline,  Mirror  online,  Shortlist  and   Evening  Standard     - £3.8  million  earned  media  
  • 4. - 1,620,399  views  on  Facebook  &  YouTube   - 2,154,233  total  views  (across  survivalbillboard.com,  Facebook,  YouTube  &  Twitch)     Client  View   “Survival  Billboard  was  a  great  demonstration  of  an  integrated,  multi-­‐media  campaign.”   Jon  Edney  |  Sr  Category  Manager,  Xbox  Studios