Title | HBL CAPSULE TOY MACHINE |
Brand | NIKE TAIWAN |
Product / Service | HBL FAN GEAR-UP |
Category | C03. Messaging Campaign |
Entrant | +ING INTERACTIVE Taipei City, CHINESE TAIPEI |
Idea Creation | +ING INTERACTIVE Taipei City, CHINESE TAIPEI |
Production | +ING INTERACTIVE Taipei City, CHINESE TAIPEI |
Name | Company | Position |
---|---|---|
ENZO LI | BRS Nike Taiwan Inc | Nike Direct Digital Commerce Associate Manager |
RYAN LAI | BRS Nike Taiwan Inc | Nike Direct Digital Commerce Supervisor |
PEI KEN TSAO | +ing | Chief creative officer |
YUH SUAN CHAN | +ing | Chief design director |
WEI CHI CHAO | +ing | Account director |
HAZEL WANG | +ing | Senior account manager |
CHUN TING LENG | +ing | Senior designer |
I HAN CHIU | +ing | Senior designer |
LENARD TSAI | +ing | Senior account executive |
Since the game on court belongs to the teams and players, we wanted to give the fans on-site a game of their own. Given the popularity of the capsule toy vending machines among Taiwanese youth, we created a new entertaining game watching experience at the HBL Finals. The idea is the ‘HBL Mascot Capsule Toy Machine’, a scalable mobile-centric digital experience that enables everyone to join.
• Implementation We worked with LINE, the most popular instant communications application for teenagers in Taiwan. The game starts at the timeouts during games, connecting mobile devices within a fixed proximity using Bluetooth sent from the LINE Beacon, so the entire stadium of 20,000 fans can join at once. The contents of the HBL Mascot Capsule Toy Machine is updated according to the teams playing each time, while every capsule features a unique gift inside, including HBL team mascot stickers, posters, and mobile phone wallpapers. The Beacons also helped in driving traffic to the Nike shop, sending messages to introduce Nike’s HBL fan gear. • Timeline 2018/03/10-2018/03/11 • Placement HBL Finals at the Taipei Arena • Scale Maximum of 20,000 participants at once
The HBL Mascot Capsule Toy Machine helped to keep the fans engaged, creatively elevating the fans’ game watching experience even during the timeouts, and further extending the impact of HBL and basketball culture with every LINE stickers sent. Overall results: • 40k+ games played, out of an estimated 20k fans on-site • 41k+ LINE stickers used within 2 days, average usage of 5.7 times per person • 46% engagement rate, 35x compared to last year’s HBL
• Data gathering and insights The HBL finals take place at the Taipei Arena, attracts nearly 40,000 visitors during the 2 days of the games that is sure to pay attention to the jumbotron in the stadium. • Target Audience Mainly 14~25 year olds who watch or is part of the HBL. • Relevance to platform • Approach We noticed fans are mostly on their phones when they aren’t watching the game, so we decided to leverage the minute-long breaks throughout the game to engage with fans.
Website URL | Website URL | Website URL