Title | MONSTER MIRROR |
Brand | PEPSICO |
Product/Service | PEPSI MAX |
Category |
A02. Non-Fiction: series or film |
Entrant Company
|
AMVBBDO London, UNITED KINGDOM
|
Contributing Company 2
|
AMVBBDO London, UNITED KINGDOM
|
Contributing Company
|
AMV FLARE London, UNITED KINGDOM
|
Media Agency
|
OMD UK London, UNITED KINGDOM
|
Credits
Paul Brazier |
amvbbdo |
Chief Creative Officer |
Alex Grieve |
amvbbdo |
Executive Creative Director |
Adrian Rossi |
amvbbdo |
Executive Creative Director |
Phil Martin |
amvbbdo |
Creative Director |
Colin Jones |
amvbbdo |
Creative Director |
Richard Peretti |
amvbbdo |
Creative Team |
Gary Lathwell |
amvbbdo |
Creative Team |
Nick Price |
amvbbdo |
Head of Content |
Christina Hermann |
amvbbdo |
Agency Producer |
Richard Grisman |
AMV Flare |
Agency Producer |
Ian Whittle |
amvbbdo |
Agency Producer |
Rory McKellar |
AMV Flare |
Director |
Sofia Tavares |
AMV Flare |
Editor |
Huong Ta/Dorian Agu |
AMV Flare |
Post Production |
The Campaign
Pepsi Max’s strategy of running TV ads wasn’t cutting through to their target market of 16-34 males. They were also significantly outspent by Coke. So we adopted a digital first strategy to reach out to our market where they spent most of their time – on YouTube. The key element of that strategy was the launch of the Unbelievable Channel.
The Unbelievable YouTube channel’s aim was simple – give our audience the content that they looked for and shared – impressive stunts and feats that would surprise or amaze – which in turn reflected the brand values of PepsiMax. Through this we aimed to make the brand famous and loved, and to communicate our product truth; Pepsi Max has full cola taste but no sugar.
Through this we aimed to achieve our objectives:
• Business objective - increase share of market
• Marketing objective - increase sales amongst 16-34s
• Communications objective - make the brand famous and loved amongst 16 – 34s, and communicate our product truth
The joy of this platform was that the bar for creativity was so high. Anything we created had to be brave, bold, brilliant - ideally never seen before - content.
And so, this campaign saw us create; an unbelievable game of 5-a-side football using an air mat and football freestylers, a digitally enabled ‘Monster Mirror’ which transformed cinema goers faces into Halloween characters, and a ‘Chain Reaction’ of thousands of ping pong balls set off by mouse traps to make sure 2014 went off with a bang.
• The campaign generated over 10 million views. 80% of our YouTube views were from males. 74% were aged 18-34
• Our campaign had strong earned reach:
o Chain reaction achieved 74: 26 paid to earned
o The Unbelievable Game achieved 88: 12
o Monster Mirror achieved 79: 21
• YouTube engagement and video sharing drove incremental reach in other channels; 10 million potential impressions across our total suite of films.
• Amongst Millennials, historic equity decline has been stemmed and the brand is seeing growth
• Whilst the cola market was stagnant and Coke experienced decline, Pepsi Max saw increases (share +1.2%, volume sales 10%, value sales 10% YOY)
• Volume and value sales both increased 10% YOY (compared with Coca-Cola’s decrease of 7% volume and 4% value).
• We conducted an econometrics dip following the shift in strategy from a TV-led model to a digital-led model and found that sales ROI improved 43%. An ROI which is 76% better than the UK beverage norm .
The Unbelievable YouTube channel’s aim was simple – give our audience the content that they looked for and shared – impressive stunts and feats that would surprise or amaze – which in turn reflected the brand values of PepsiMax.
The nature of our content was therefore necessarily heavily entertainment based; relying on attracting rather than interrupting our audience.
It was created in collaboration with YouTubers – making the content both native, and extending its organic reach. It was episodic to encourage people back to the channel and spend more time with the brand. And, as with all good content it was culturally relevant e.g. Chain Reaction was developed as an Unbelievable way to celebrate the New Year.