CO-CREATE OUR AI GIRL

TitleCO-CREATE OUR AI GIRL
BrandBANDAI NAMCO ENTERTAINMENT INC.
Product / ServiceSWORD ART ONLINE: HOLLOW REALIZATION
CategoryD05. Co-Creation & User Generated Content
EntrantDENTSU INC. Tokyo, JAPAN
Idea Creation DENTSU INC. Tokyo, JAPAN
Production GUNSROCK Tokyo, JAPAN
Production 2 BRUTO, INC. Tokyo, JAPAN
Production 3 EAZE INC. Tokyo, JAPAN
Additional Company BANDAI NAMCO ENTERTAINMENT INC. Tokyo, JAPAN

Credits

Name Company Position
Hirohide Kaneshiro dentsu inc CREATIVE DIRECTOR
Taichi Katsu dentsu inc ACCOUNT EXECUTIVE
Yuta Yoshikawa dentsu inc ACCOUNT EXECUTIVE
Takeru Kogo dentsu inc COPYWRITER
Yoshiaki Shiota dentsu inc PLANNER
Yuki Namba dentsu inc COPYWRITER
Mai Iwaana dentsu inc COPYWRITER
Mamiko Takahashi dentsu inc ART DIRECTOR
Hitomi Sato dentsu inc COPYWRITER
Satoru Nakamura GunsRock Inc. PRODUCER
Takayuki Moriya Bruto, Inc. PRODUCER
Yuichi Yoshigiwa Bruto, Inc. TECHNICAL DIRECTOR
Hironobu Sano Bruto, Inc. ENGINEER
Takumi Hasegawa FREELANCE FRONT END DEVELOPER
Daiki Takegawa Eaze inc. DESIGNER
Tetsuya Yamamoto FREELANCE TECHNICAL DIRECTOR / ENGINEER
Haruyuki Sanuki The University of Tokyo RESEARCHER
Hiroyuki Nemoto The University of Tokyo RESEARCHER

The Campaign

A conversational understanding AI program was added to the game character, and placed on the mobile website. Through conversation with users, the personality was built up from scratch. Her character was all up to the user. Moreover, the personalized AI Girl was updated into the actual game, challenging to co-create a game character utilizing artificial intelligence.

Creative Execution

• 17th Oct., 2016: Co-creation project start • 27th Oct.: Release of game • Personality of AI Girl fixed, according to the quality and quantity of the words remembered by 1st Dec. • 29th Jun., 2017: Game updated. AI Girl first appearing in the game. Many participants who "raised" the AI character purchased the game.

Describe the success of the promotion with both client and consumer including some quantifiable results

Many participants who “raised” the AI character purchased the game. As a result, the sales of the 4th title immediately overtook the past 3 series right after launch. The project received great attention. Screenshots of the conversation with AI girl were posted on social media, reaching more than 12 million users. More than 160 articles covered this news from in and outside of Japan. 100,000+ users joined the chat. 12,000,000+ chat conversations. 400,000+ words remembered. In the end, although tending to use Internet slang, a nice but sometimes naughty girl was born, just like a real human being. This AI Girl was then updated into the game.

Explain why the method of promotion was most relevant to the product or service

"Co-create our AI Girl" is the world's first promotion to co-create a game character with users, utilizing artificial intelligence. This project might be the mother of a completely new game experience, combining AI and a game character.

We set the promotion message as "Whether the AI Girl will be a good girl or a bad girl, it's all up to you". Therefore,existing “Sword Art Online” fans wishing to make her good, and anonymous net users trying to make her bad, enthusiastically battled how to "raise her up". By designing the campaign frame as so, we successfully reached our target audience, creating conversation.

Links

Supporting Webpage