Title | DOT PARK |
Brand | SONY CORPORATION |
Product / Service | MAKE.BELIEVE |
Category | A05. Best Use of Ambient Media: Large |
Entrant | GT TOKYO, JAPAN |
Entrant Company: | GT TOKYO, JAPAN |
Advertising Agency: | GT TOKYO, JAPAN |
2nd Advertising Agency: | DENTSU Tokyo, JAPAN |
Credits |
Name | Company | Position |
---|---|---|
Koshi Uchiyama | GT INC. | Creative Director |
Toshiyuki Konishi | POOL inc. | Copywiter/Planner |
Teppei Moriguchi | DENTSU INC. | Copywiter/Planner |
Katsuhiko Hibino | Hibino Special | Copywiter |
Chie Morimoto | goen° | Art Director/Planner |
Hiromichi Hieda | DENTSU INC. | Planner |
To Yamamoto | DENTSU INC. | Producer |
Kouki Nakamura,Susumu Sakon,Shinya Harada | DENTSU TEC INC. | Producer |
Toshikazu Tanaka | en-MA | Landscape Design |
Chikara Ohno,Takeshi Kamata | sinato | Landscape Design |
Yoshimichi Tanimoto,Zen Tachikawa | Sony Corporation | Exective Producer |
72,000 visitors at "dot park" in just 5 days. 65,000 posts on "dot port". 40,000 replies on Twitter. News were covered in many blogs and social media. Above all, the expression on the young peoples faces who encountered with this project demonstrates that their curiosity within were awaken.
From May 21st through the 25th 2010, "DOT PARK" festival was held in ROPPONNGI by using full use of the SONY group brand. "DOT FILM", a film delivering the brand message, was made.This served as a platform to deliver the philosophy for the project to the target by using any means of media. 160 different kinds of "DOT GRAPHIC" was developed around the festival. An interactive device that connects the virtual world and reality called the "DOT PORT" was revealed and gathered the curiosity from all around Japan. At the center stage, movies, music videos, video games, 3D contents, and 3D live performance were shown throughout the event. "SOUND BALL", which catches the sounds and turns that signal into light, was used during live performance. It changed the live performance dramatically. At the venue, different kinds of "DOT" was placed, and the curiosity installation inspired the curiosity of the target.
Challenge Purpose: To improve brand loyalty amongst the younger generation. Sony has invited them to participate in "activities that awaken the curiosity within". Users will actually experience the concept. Insight 1. The key to everything is the "DOT". 2. Everything serves as a direct appeal to wake the curiosity within. 3. To make happen the "Co-creation" with the target.