THE XBOX LOOPHOLE

TitleTHE XBOX LOOPHOLE
BrandMICROSOFT
Product/ServiceXBOX
Category A09. Launch or re-launch
Entrant Company McCANN LONDON, UNITED KINGDOM
Advertising Agency McCANN LONDON, UNITED KINGDOM
Credits
Name Company Position
Rob Doubal McCann London Co-President/Chief Creative Officer
Laurence Thomson McCann London Co-President/Chief Creative Officer
Sanjiv Mistry McCann London Creative Director
Jamie Mietz McCann London Creative Director
Thomas Ilum McCann London Interactive Creative Director
Andrei Andreescu McCann London Creative Developer
Alejandro Campos Lamas McCann London Art Director
Roberto Fabre McCann London Art Director
Jess Mallett McCann London Copywriter
Harry Peacham McCann London Planner
Sailesh Jani McCann London Business Director
James Latham McCann London Business Director
Tom Oliver McCann London Account Director
Giuseppe Mormandi McCann London Creative Producer
Chris Cartwright McCann London Agency Producer
Michael Thomason McCann London Head of Art
Carl Warren McCann London Designer
Rob McDonald Craft Retouching
John Martin Craft Retouching
Paul Jenkinson Craft Editor

The Campaign

Destiny was a massive new game for Xbox. But PlayStation had bought all the Destiny advertising rights, meaning Xbox was forbidden from advertising it. So how could we publicize a game we weren’t allowed to advertise? We created a product with the same name – “Destiny: The New Fragrance By Xbox”. It was a publicity stunt designed to get maximum attention, registering 72 million media impressions and over 100 000 unique site visits in just the first day. Our PR move trended worldwide on sites like Reddit and Forbes, and some influencers even called it a new genre of advertising – “non-vertising”. With one hit, Destiny became synonymous with Xbox. $6000 paid media led to $3.8 million earned media. Xbox got 50% share of Destiny sales, and Destiny became the fastest selling new franchise in Xbox history. All without ever advertising the game.

The Brief

How could we advertise a game we legally weren’t allowed to advertise?

Execution

Since we weren’t allowed to advertise Destiny the game, we didn’t. Instead, we created a product with the same name - “Destiny: The New Fragrance By Xbox”. Our PR fight back launched with online, social and Blippar-responsive print, which all revealed why we had to go guerilla. Gamers spread the idea on a massive scale. It trended worldwide on sites like Reddit and Forbes, and some influencers even called it a new genre of advertising – “non-vertising”. With one hit, Destiny became synonymous with Xbox.

The campaign gained 72 million media impressions, 250 000 social media impressions and over 100 000 unique site visits on day 1 alone. Just $6000 paid media led to $3.8 million million earned media. In fact, over 34 pages of articles about the campaign were indexed on Google. Xbox got 50% share of Destiny sales, and Destiny became the fastest selling new franchise in Xbox history. All without ever advertising the game.

The Strategy

Our strategy was to find a loophole in PlayStation’s iron-clad marketing deal. If we could do that cleverly enough, it would get gamers talking, and they’d tell our story for us.