CERATO GT "GET MEAN"

TitleCERATO GT "GET MEAN"
BrandKIA
Product / ServiceCERATO
CategoryF01. Branded Games
EntrantKIA MOTORS AUSTRALIA Sydney, AUSTRALIA
Idea Creation INNOCEAN WORLDWIDE AUSTRALIA Sydney, AUSTRALIA
Media Placement HAVAS MEDIA AUSTRALIA Sydney, AUSTRALIA
Production THE POOL COLLECTIVE Sydney, AUSTRALIA
Production 2 HECKLER Sydney, AUSTRALIA
Production 3 CODE ON CANVAS Sydney, AUSTRALIA
Production 4 NYLON STUDIOS Sydney, AUSTRALIA

Credits

Name Company Position
Steve Jackson Innocean Worldwide Executive Creative Director
Paul Bruce Innocean Worldwide Creative Director
Roy Leibowitz Innocean Worldwide Senior Copywriter
Chris Wilson Innocean Worldwide Senior Art Director
Craig Sloane Innocean Worldwide Executive Producer
Warrick Nicholson Innocean Worldwide Production Director
Trevor Crossman Innocean Worldwide Digital DIrector
Jye Calder Innocean Worldwide Digital Producer
Simon Harsent Pool Collective Photographer
Jamie Clift Innocean Worldwide Group Business Director
Amber Lowings Innocean Worldwide Account Manager
Will Alexander Heckler Executive Producer
Serena Rettenmaier Heckler Line Producer
Amy Jarman Heckler Post Producer
Simon Lister Nylon Studios Sound Designer

Background

Much of Kia’s growth over the past 10 years had come from conservative middle Australia who chose Kia and their top selling Cerato model almost exclusively because it represented ‘value for money’. It’s a sensible choice. For many, Kia is the cheap alternative to the car they really want. The brief was to shift the perspective, to inject more personality and attitude into the Kia brand, making it more desirable on an emotional rather than level. We needed to lift the brand association. And sell more Ceratos.

Describe the creative idea

You can't make the mean sounds of the Kia Cerato GT without looking mean too. We used this to put the Kia Cerato GT's attitude on full display. We developed a mobile game where players could race the Cerato GT around a virtual track, controlling the GT by replicating its mean sounds. The meaner you sounded, the faster you went. Player’s phone cameras captured the mean faces they pulled along the way. They could then share these mean faces together with their scores online for a chance to win prizes. Making them the faces of Kia's Get Mean campaign.

Describe the strategy

We wanted to engage a younger audience to the Kia brand which typically skews older. In order to achieve this, our strategy was to go beyond conventional advertising and ask them to participate in our campaign, not simply view it. Through participation, we would also be able to gather vital data that we could use in later one-to-one comms to retarget prospects.

Describe the execution

With above the line creative that was all about car sounds, we designed a game that challenged people to make car sounds to drive the Cerato GT. With audio and video capture enabled, the game had people making their best car sounds into their smart phones, whilst capturing their mean faces as selfies that they could share to social media. Timeline: 2 weeks of R&D to identify and test the required web technology. 3 weeks of game play and interface build. 2 weeks of user testing and optimisation before going live on 14th Jan 2019. Placement: 190 display media placements driving traffic to a single web based mobile game. Scale: 15,657 players initiated game play across Australia, US, Germany, India and Turkey.

List the results

28,517 Online Visits to Get Mean Game Site. 15,657 Game initiations. 3,196 Entries into competition. January 2019 became Kia Australia’s most successful month ever. Dealers had to put the GT on backorder, and asked head office to up the price! But most importantly, the brand transformation had begun. We were seen as being more sporty (+%60), with greater performance (+%50), technologically advanced (+%37%). And most importantly, we were seen as being cooler (+50%).

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