2019 Brand Experience & Activation

THE (SENIOR) GAME CHANGER

TitleTHE (SENIOR) GAME CHANGER
BrandLENOVO
Product/ServiceLEGION
Category C02. Live Shows / Concerts / Festivals
Entrant EHRENSTRAHLE Stockholm, SWEDEN
Idea Creation EHRENSTRAHLE Stockholm, SWEDEN
PR ARCHETYPE Stockholm, SWEDEN
Credits
Name Company Position
Jonna Peltonen Ehrenstråhle Project Manager
Oskar Ferm Ehrenstråhle Art Director
Joakim Estemar Ehrenstråhle Copywriter
Anna Mattsson Ehrenstråhle Social Media Manager
Markus Bjurman Ehrenstråhle Creative Director
Linda Engström Ehrenstråhle Graphic Designer
Lisa Thunader Ehrenstråhle Graphic Designer
Satany Doughouz Ehrenstråhle Graphic Designer
Susanne Åström Ehrenstråhle Graphic Designer
Sofia Rönnqvist Ehrenstråhle Graphic Designer
Lars Carlsson Ehrenstråhle Graphic Designer
Karl Larsson Karl Larsson AB Photographer

Why is this work relevant for Brand Experience & Activation?

With our limited resources and budget, we aimed to create awareness and activation online around Lenovo’s gaming equipment ‘Legion’ on our market, true to the brand values “Different is better”. We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at the center of one of the biggest gaming events of the year, using it as a springboard for our campaign.

background

Situation: The gaming market is a complex, highly competitive arena for brands where the target audience is highly sceptical to traditional commercial messages. For our client Lenovo it is even more challenging, as their budget is nowhere near some of our competitors. The Brief: Lenovo wants to market their gaming line of hardware in social media and at gaming events. Our main mission is to create engagement with the brand from the target group. As gaming is a very hard and competitive industry with an audience that is extremely selective we were asked to, with limited resources and budget, create awareness and activation online around Lenovo’s gaming equipment ‘Legion’ on our market, true to the brand values “Different is better”. Our main markets are Sweden and Finland, but the campaign has become a global success with new markets everywhere. Objective: The target audience is young gamers 18-30 yrs.

Describe the creative idea (20% of vote)

When every tech brand is looking to promote the next AR or VR invention we looked the other way and embodied Lenovos brand tagline “Different is better” in a new shape and form. We created a vehicle with pensioners as gamers that are the opposite of what the target group normally encounters and look up to. Our veteran strategy was then launched in two more markets; Finland and Russia and we created a battle between the Swedish Silver Snipers and the Finnish Grey Gunners. The teams of elderly gamers became a success in the gaming community, not because of their skills but for the sake of trying and bringing people closer together. A digitally overloaded group got connected with the "digital underclass". Grandmothers started playing with grandchildren. The teams got recognition in mainstream media as the Silver Snipers, Grey Gunners and Iron Legion proved that gaming is for everyone.

Describe the strategy (20% of vote)

Insight : When looking at e-sports, the fastest growing sport in the world, we found that it as a culture attracts mainly young men (10:1 ratio 2018), both playing and following, excluding not only women, but also older people. But gaming really isn’t about physical strength or about who you are or where you’re from. Anyone should be able to take part. And we decided to prove it in such a way that it would strengthen Lenovo’s brand in the e-sport community by creating a series of Counter Strike Teams only consisting of elderly people. This way, we could infiltrate the gaming community by actually taking part. Key message: Lenovo's brand line is "Different is better" and we wanted to show that by embracing different - gaming is for everyone. Target audience: Young gamers 18-30 Assets: A series of senior teams in digital channels and live events.

Describe the execution (30% of vote)

We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at one of the biggest gaming events of the year in Sweden, using it as a springboard for our campaign. Instantly it spread around the world. So we launched another team in Finland working around the clock in social media and repeated the success on that market and generating media. Step three was to have the two teams battle it out as a "nation vs nation" via Twitch which attracted 70.000 views only aided by a few social media posts. Step four was a re-match at a gaming event in Sweden followed by a world tour with various events.

List the results (30% of vote)

When we sum up, we can proudly look back at huge engagement from the gaming community. Our senior campaign vehicles have breached the closed off youth oriented gaming community and opened up for a brighter future for elderly within a digital world. With our limited budget, they have played against pro kids, made interviews, spoken with politicians, sold equipment and merchandise, inspired, been copied (seriously great) and become art. Numbers: 1.01 billion unique media impressions 10 683 450 dollars worth of earned media 20 min BBC documentary