Title | POCKY K.O. |
Brand | EZAKI GLICO |
Product / Service | POCKY |
Category | D01. Use of Brand or Product Integration into a Programme or Platform |
Entrant | HAKUHODO INC. Osaka, JAPAN |
Idea Creation | HAKUHODO INC. Osaka, JAPAN |
Production | CAPCOM CO. Osaka, JAPAN |
Production 2 | CAPCOM Los Angeles, USA |
Production 3 | CAPCOM San Francisco, USA |
Name | Company | Position |
---|---|---|
Takuta Akamatsu | Hakuhodo Inc. | Creative Director |
Sho Suzuki | Hakuhodo Inc. | Planner |
Yutaka Sone | Hakuhodo DY Media Partners Inc. | Planner |
Shuhei Yoshimoto | Hakuhodo Inc. | Account Director |
Kazuta Mihara | Hakuhodo Inc. | Account Manager |
Yasuhiro Takatsu | Hakuhodo Inc. | Account Executive |
Tomoyo Ikeda | Hakuhodo Inc. | Account Executive |
Fumito Kuroda | Hakuhodo Inc. | Account Executive |
Go Nagai | Hakuhodo Product's Inc. | Art Director |
Shuhei Matsumoto | CAPCOM Co., Ltd. | Producer |
Kansuke Sakurai | CAPCOM Co., Ltd. | Producer |
Yasuyuki Makino | CAPCOM Co., Ltd. | Producer |
Takayuki Nakayama | CAPCOM Co., Ltd. | Chief Director |
Akihiro Kashimoto | CAPCOM Co., Ltd. | Technical Director |
Yasuto Takahashi | CAPCOM Co., Ltd. | Art Director |
Yukinori Kanda | CAPCOM Co., Ltd. | Sound Director |
Keiichi Yamamoto | CAPCOM Co., Ltd. | Project Manager |
Koya Uchida | CAPCOM Co., Ltd. | Programmer |
Yusuke Tsuge | CAPCOM Co., Ltd. | UI Artist |
Nobuko Yamamoto | CAPCOM Co., Ltd. | UI Artist |
Nobumasa Kagawa | CAPCOM Co., Ltd. | Character Artist |
Tetsuji Shimazu | CAPCOM Co., Ltd. | Character Artist |
Koutarou Hosaka | CAPCOM Co., Ltd. | Manager |
Kensaku Watanabe | CAPCOM Co., Ltd. | Promotion Planner |
Shoei Okano | CAPCOM Co., Ltd. | Artwork Team Manager |
Isao Toki | CAPCOM Co., Ltd. | Artwork Team |
Miho Mori | CAPCOM Co., Ltd. | Illustrator |
Midori Yuasa | Capcom Media Ventures, Inc. | Chief Executive Officer |
Manabu Seko | Capcom Media Ventures, Inc. | General Manager |
Mike Larson | Capcom Media Ventures, Inc. | VP, Marketing |
Ian Atkinson | Capcom Media Ventures, Inc. | VP, Operations & Business Development |
Michael Martin | Capcom Media Ventures, Inc. | Director, Operations & Business Development |
Mike Valdez | Capcom Media Ventures, Inc. | Director, Creative Services |
Joshua Collard | Capcom Media Ventures, Inc. | Event Manager |
Carolyn Dao | Capcom Media Ventures, Inc. | Esports Specialist |
Shigeaki Sano | CAPCOM USA, INC. | Project Manager |
Ryusuke Kondo | Stories International, Inc. | Producer / Video Director |
Ikuko Shimizu | Stories International, Inc. | Producer |
Michael Chasin | Stories International, Inc. | Script Writer (English) |
Takashi Uchida | Stories International, Inc. | Video Editor |
Tadaaki Nakachi | Faycom | Web Director |
What’s the best medium for the brand Pocky? What medium is globally-competitive, not-language-reliant, and easy to understand for all? We believe this is the unique media-driven project no other brand can imitate.
Pocky, a chocolate snack made in Japan, was not well-known in the global market. In late 2019 its global launch (ASEAN + US) was planned. To make its unique signature shape design and the brand name Pocky well known, we needed a creative idea and select a right medium with a limited budget.
Pocky was already there in the world of games! We discovered that there is a moment when the health gage looks like a Pocky stick itself. Having considered this health gage could work as a great medium to boost Pocky’s recognition, we created a new play style for one of the game genres which requires fighters to strictly focus on their health gages: fighting game. The rule goes, fighters need to match their health gage to Pocky’s chocolate-to-biscuit ratio by taking just the right amount of damage before winning the match: ‘Pocky K.O.’, that’s what we call it.
We took notice of eSports because of its good compatibility with snacks: players often eat snacks while playing and viewers while watching eSports. Having additionally considered non-verbal entertainment with global fan base is the key to make the global launch a success, we chose eSports/game market as an ideal domain. Plus, Pocky’s character lies in its unique figure: A figure you can’t forget once you see it. This uniquely designed figure must be imprinted into the viewer’s mind. We brought to light that there is a moment when the health gage in the game looks just like Pocky itself. Being sure that 100% of players focused on their health gage while playing, we concluded this is the best medium for the brand. Amid many stereotypical co-sponsorships, we needed to launch unique content to build a strong engagement with users. That’s how we produced the idea of ‘Play’cement, instead of ‘Place’ment.
Together with the world’s most played fighting game ‘Street Fighter’, we created a new way to enjoy it. The new rule: control your health gage to match up with the Pocky’s chocolate and biscuit ratio and when it perfectly matches, beat your opponent: Pocky K.O. In collaboration with Capcom, we developed and launched an original version of Street Fighter, ’Street Fighter V Pocky EDITION’, implementing Pocky K.O. UI specification. The first debut was at the Street Fighter’s World Tournament 2019. Professional gamers played it to celebrate its exhibition match and the excitement was streamed across the world and went viral. “Now any health gages just look like Pocky to me!”, said some participants. We also held user-interactive events and sold limited edition Pocky packages, all contributed to driving Pocky’s sales.
To win, players have to maintain control over their own health gauge like never before, creating a totally new gaming experience. This campaign was rolled out in ASEAN countries such as Singapore, Vietnam, Malaysia, Indonesia, Philippines, and U.S. as well as Japan. It caused a ton of buzz over social media, word spreads throughout ASEAN, U.S. and beyond, reaching over a hundred countries without any ad spending. Most importantly, this campaign contributed to the sales increase. ・Total Views 4.5 million (YouTube & Twitch) ・Total Online Readership 78.6 billion ・Pocky’s Sales increase by 120%