VIRTUAL MOTIVATION

TitleVIRTUAL MOTIVATION
BrandSAMSUNG ELECTRONICS NORDIC AB
Product/ServiceGEAR VR
Category B07. Events & Stunts
Entrant DDB STOCKHOLM, SWEDEN
Idea Creation DDB STOCKHOLM, SWEDEN
Media Placement STARCOM Stockholm, SWEDEN
PR WENDERFALCK Stockholm, SWEDEN
Production ACNE PRODUCTION Stockholm, SWEDEN
Production 2 MEDIAMONKS Stockholm, SWEDEN
Credits
Name Company Position
Joel Ekstrand DDB Stockholm Art Director
Nick Christiansen DDB Stockholm Copywriter
Susanne Ytterlid DDB Stockholm Account Manager
Christian Westelindh DDB Stockholm Account Director
Jacob Sandström DDB Stockholm Business Director
Mattias Coldén DDB Stockholm Agency Producer
Sebastian Reinbring DDB Stockholm Graphic Designer

The Campaign

We enlisted legendary British football coach Harry Redknapp and had him give the motivational speech of a lifetime to New Mills AFC – the worst team in England – through the wonder that is VR. His speech became online and VR content, but we also documented the players reactions as they wore Samsung Gear VR goggles (most of them for the very first time) and had Mr. Redknapp deliver a personal speech to the players. This also worked as digital content that would activate the brand and create engagement.

Execution

Both Harry’s VR experience and New Mills’ event were documented and launched online in both own and bought media with the objective to spread to earned media.

As of writing this, the project have gotten 27 665 460 views and 73 490 044 impressions through the online content, tweets and publications. It reached 70% of the target audience.

The Situation

This is an ideal opportunity to create something that reaches the target audience through nonpaid media, leading them to a positive experience of the brand and the product.

The Strategy

Samsung Nordics uses the ecosystem as an ever evolving argument to opt in to the world of Samsung’s products. So to make a campaign for Gear VR also means showing the capabilities of the Galaxy S7. The primary target audience of Samsung in the Nordics does not have age or gender, but rather a way of thinking, and comprises of about 10% of the Nordic population. They are known to be ahead of the curve, and enjoy purposeful storytelling, among other things. We wanted to give them an emotional argument around VR that asks the question: Can VR help you be better?