Winners & Shortlists

ENEMY FRONT W HOUR

TitleENEMY FRONT W HOUR
BrandCI GAMES
Product/ServiceENEMT FRONT (VIDEO GAME)
Category C01. USE OF DIGITAL IN A PR CAMPAIGN
Entrant Company McCANN WORLDGROUP Warsaw, POLAND
Advertising Agency McCANN WORLDGROUP Warsaw, POLAND
Production Company DELAPOST Warsaw, POLAND
Credits
Name Company Position
Jacek Szulecki Mccann Worldgroup Poland Executive Creative Director
Szymon Szymanski Mccann Worldgroup Poland Managing Director
Lukasz Kotlinski Mccann Worldgroup Poland Art Director
Iza Przepiorska/Kotlinska Mccann Worldgroup Poland Copywriter
Mateusz Jankowski Mccann Worldgroup Poland Art Director
Agnieszka Wichracka Mccann Worldgroup Poland Account Director
Pawel Trocinski Mccann Worldgroup Poland Account Executive
Bartek Klus Mccann Worldgroup Poland Account Executive
Anna Gonera Mccann Worldgroup Poland Strategy Planner
Edyta Wierciak Mccann Worldgroup Poland Agency Producer
Magdalena Kieferling Mccann Worldgroup Poland Communications Director
Blazej Krakowiak CI Games Pr Director
Marek Tyminski CI Games Chairman Of The Board
Wojciech Jezowski Black Rabbit Director

The Campaign

Every year on 1st August at 5 pm, Poland stops for one minute to honour heroes of Warsaw Rising. It was the largest resistance action of World War II but people from other countries don’t know about that and how important it is for Poles. Even those around the world playing a video-game called Enemy Front, which is set during this battle. We encourage our client – the Polish listed company to change this and spread global public awareness that the Warsaw Rising was a real important historical event, not just a virtual one. At exactly the same moment when Poles stop on the streets – WE STOPPED THE GAME. Gamers as well as all internet users were redirected to special site where they could watch a short documentary about the Warsaw Rising. They also had a chance to be a part of the anniversary and honor the heroes through social media. On Facebook and Twitter the campaign reached over half a million gamers and non-gamers - in 8 hours, more then 30 000 people have honored the heroes on website and shared this on the FB. Unsurprisingly, the idea also quickly drew the attention of traditional media before, during and after the game was stopped. Thanks to this PR campaign, for the first time, thousands of people around the world commemorated the memory of the heroes of the Warsaw Rising. And for those players returning to the game at 5:01 pm - IT WAS NO LONGER JUST A GAME.

The Brief

The goal of this global initiative was to draw the world’s attention to the largest military action of the resistance in the history of Nazi-occupied Europe, encourage people around the world to honor the memory of its heroes and make them emotionally connected as a part of the 70. Warsaw Rising anniversary. This was the first time a video game had a patch installed to deliberately stop it by the manufacturer to convey a public awareness/ educational message around a historical event within the virtual action of the game. Through this action CI Games created a new digital CSR standard.

Results

On Facebook and Twitter the campaign went viral, with gamers and also non-gamers generating a confirmed reach of over half a million people in 8 hours. The idea also quickly drew the attention of media, both national and international (more than 100 cuttings in all kinds of media without costs). Thanks to this campaign, for the first time, more than 30 thousands people around the world honored the memory of the heroes of the Warsaw Rising. Over 50 000 people from 124 countries visited our website http://www.itwasntagame.com. For those players returning to the game at 17:01 - IT WAS NO LONGER JUST A GAME – as they express it on their social media profiles. The posts about campaign were twitted by Polish ambassadors as well.

Execution

According to plan a special patch was uploaded a few days earlier caused the virtual action in Enemy Front to freeze for a minute. One month before we identified key journalist (national, international and local media) and bloggers writing about Warsaw Rising, as well as technology and games. One week before we arranged TV and radio interviews with key Polish TV stations. The day before we sent specially dedicated press pack to all kind of media through our network in 20 countries. Very emotional, spontaneous buzz both on Twitter and Facebook was created when the game stopped.

The Situation

What producer of Enemy Front Game (taking place during WWII) could do about social responsibility in digital world to help the World understand the importance of that fateful day in Warsaw and to honor the memory of heroes (in similar age as the game players) who fell in combat, helping Poles to achieve freedom? How to create the world buzz around this controversial subject using pop culture tools (a game as a medium supported via PR and social media)? How to build emotional connection and encourage people to honor the memory of the Rising heroes they have never heard before?

The Strategy

At exactly the same moment when Poles stop on the streets to honor the heroes – WE STOPPED THE GAME and created media and social media buzz around this action. The day before, press packs including press release, photos and dedicated movie were distributed among the world media and in social media channels. A special patch uploaded a few days earlier caused the virtual action in Enemy Front to freeze for a minute. The interruption of the game led viewers and general public to special site with educational, documentary about the Warsaw Rising which was viewed all over the world with people paying tribute themselves for as far afield as Kenya, Mongolia and Taipei. They also had a privilege to honor the heroes through social media. At the anniversary day we generated the social media rush. All PR activities cost us nothing.