FEEL THE GAME PROJECT

TitleFEEL THE GAME PROJECT
BrandELISA
Product/ServiceFEEL THE GAME PROJECT
Category A04. Data Visualisation
Entrant WÖRKS Helsinki, FINLAND
Idea Creation ELISA Helsinki, FINLAND
Idea Creation 2 GREAT APES Helsinki, FINLAND
Production COCOA MEDIAPRODUCTIONS Helsinki, FINLAND
Additional Company NEMO Helsinki, FINLAND
Credits
Name Company Position
Mikko Airas Wörks Oy Creative Director
Emma Autio Wörks COO
Esa Peltonen Wörks Creative Strategist
Tiina Kuusisto Elisa Vice President of Marketing Consumer Business
Merja Vane Tempest Elisa Oyj Development Director
Tommi Taponen Elisa Oyj Senior Marketing Manager
Tomi Wirtanen Elisa Oyj Vice president, Customer Marketing Communications
Ilkka Vanala Elisa Oyj Business Manager, Elisa Viihde Sport Users
Valtteri.santala Great Apes Ltd Producer
Teemu Huttunen Great Apes Ltd Developer
Constantin Freche Great Apes Ltd Art Director, Motion Designer
Niko Sipilä Great Apes Ltd Designer
Sami Blick Great Apes Ltd Developer
Katri Saarikivi The Nemo Project Cognitive Scientist
Valtteri Wikst The Nemo Project Researcher
Tommi Makkonen The NEMO project Lab Engineer
Jari Lehtinen Jari Lehtinen Wizard of electronics

The Campaign

An (almost) impossible feat of technology We joined forces with Elisa's experimental marketing hub Elisa Kulma, the Finnish top division football team HIFK, and a team of cognitive neuroscientists. First, we created a wearable version of an ultra light EEG scanner, which was able to send data on the player’s brainwaves to a computer in real time from long distances. Using the latest studies in their field, the neuroscientists developed algorithms to translate the EEG signals into four different emotions or states of mind: Flow, Go, Stop and Effort. Nothing like this has been done before.

During the match thousands of people were able to watch the visualization on their phone or computer screen, seeing how the player’s state of mind changed from Flow to Stop or all the way to unwilling Effort. The reception was very positive: 93% of the users would like to repeat the experience. To Elisa the test was an important pilot project, which can potentially be expanded to a number of other sports. How would it feel to watch a game of poker on TV if you knew the emotions of the players? Or to tune into the mind of a top coach during the Stanley Cup final? The Feel the Game project might have been a small step for neuroscience, but it was a giant leap for sports entertainment.

Feel the Game project http://feelthegame.squarespace.com/ Turning emotion data into sports entertainment Elisa, Finland’s largest telecom and digital service provider, wanted to offer sports fans something truly revolutionary. The result was the Feel the Game project, which enabled the audience to follow a football player’s emotions during an important match – measured with a brain scanner during the game, in real time, for the first time ever

Ventures like this would normally belong in a laboratory, but we decided to set the bar higher. We launched the project at the hottest game of the season, the local derby between Helsinki teams HIFK and HJK. The EEG scanner was taped on the back of HIFK defender Tommi Vesala. Testing the extremely sensitive hardware couldn’t interfere with Vesala getting ready for the crucially important match, so its durability and reliability were pushed to the limit. The data was transmitted to our computers, which according to the algorithms created by the brain scientists was then translated and designed as emojis and video snippets and presented live on a HTLM5-site. The show was targeted for the football loving audience, who first could not believe their eyes.