PLUG-IN CHAMPIONSHIP

TitlePLUG-IN CHAMPIONSHIP
BrandTOYOTA MOTOR SALES & MARKETING CORPORATION
Product / ServicePRIUS PHV
CategoryA04. Mobile Games
EntrantPARTY Tokyo, JAPAN
Entrant Company PARTY Tokyo, JAPAN
Advertising Agency PARTY Tokyo, JAPAN

Credits

Name Company Position
Rio Kanno Amuse Inc. Actress
Taichi Masuda Music
Shoko Sei Stylist
Masaki Noda Lighting
Kenshu Shintsubo Kiki Inc. Dop
Jun Tamukai Film Director/Cgi
Noriyuki Shimiz Uniba Inc. Html Coding
Ryuji Yoshida/Takuya Abe Sisan Co. Ltd. Flash Development
Rei Kawai/Sei Kataoka Uniba Inc. Back-End System Development
Misako Hidaka/Keisuke Igata Bravetechnology Inc. App Development (Android)
Jun Komatsu/Elder Andre Uniba Inc. App Development (Ios)
Evala Port Sound Design
Satoshi Takahashi Party Inc. Agency Producer
Shinichi Hirata Party Inc. Designer
Yasuaki Matsui A4a Inc. Project Manager
Atsunori Toshi A4a Inc. Producer
Takayuki Rokutan Party Inc. Copywriter
Tomoyuki Arima Nippon Design Center Art Director/Designer
Tadahiro Gunji Nippon Design Center Art Director/Designer
Qanta Shimizu Party Inc. Creative Director

Brief Explanation

Plug-in Hybrid Technology is a fusion of hybrid vehicle and electric vehicle. This technology is the remarkable feature of the recent Prius vehicle. This technology includes the following benefits for charging power from household power supply. ・Longer distance driving ・Contribution to the global environment for more efficient consume of energy. ・Select-ability of power (gasoline or electricity) This is the best car power technology that exerts the strengths of both HV and EV. Originally, we "Need to Charge" for driving with Electricity. However, with Plug-in Hybrid Vehicle, we can enjoy the "Fun to Charge" as we charge power for making our driving experience better. Based on this thought, we developed a technology where you can “charge the Smartphone” with fun and exciting experience. This is the first time ever that an app user interface implemented the action of charging a smartphone. By providing a game that lets users compete for points depending on the timing they plug in, users around the world can compete with one another. By this gamification, the mundane act of "charging" becomes entertainment. Also, the app offers functions such as increasing the speed of charging by making available OS memory, displaying the amount of time the smartphone can be used with the current amount of electricity, and notifying when the smartphone is fully charged. This is an actualization of improving the experience of "charging" through a platform that focuses on the act of charging. The app has been played in 100 countries, and is used as Toyota's plug-in hybrid branding platform at events. In the future, we are considering to leverage the same technology on other content, as a technology for the plug-in hybrid to promote "Fun to Charge."

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