APEX LEGENDS: TURNING STORIES INTO LOCAL LEGENDS

TitleAPEX LEGENDS: TURNING STORIES INTO LOCAL LEGENDS
BrandELECTRONIC ARTS
Product / ServiceAPEX LEGENDS
CategoryD02. Use of Talent
EntrantM/SIX APAC Sydney, AUSTRALIA
Idea Creation M/SIX APAC Sydney, AUSTRALIA
Idea Creation 2 IGN JAPAN (SANKEI DIGITAL INC) Tokyo, JAPAN
Media Placement M/SIX APAC Sydney, AUSTRALIA
Production IGN JAPAN (SANKEI DIGITAL INC) Tokyo, JAPAN

Credits

Name Company Position
Elliott Eldridge m/SIX Campaign Strategist
Jordan Ingleton m/SIX Campaign Planner
James Walker m/SIX Client Management
Sophie Liu m/SIX Award Manager
Shunsuke Arakawa IGN Japan (Sankei Digital Inc) Campaign Management, Production
Daniel Robson IGN Japan (Sankei Digital Inc) Campaign Management, Production
Shin Imai IGN Japan (Sankei Digital Inc) Campaign Management, Production
Brett Covell Electronic Arts Client
Kaia Webber Electronic Arts Client

Why is this work relevant for Entertainment?

EA Games launched Apex Legends in Japan with an engaging content idea that not only culturally resonated with the local market but encouraged cocreation and sharing within the gaming community. We leveraged the cultural insight that Japanese gamers value immersive stories and worlds. In partnership with renowned manga artist Atsushi Ohkubo, we told the stories behind Apex Legends through his artwork, and then encouraged gamers to reimagine the Apex universe for themselves via a UGC competition. By inspiring everyday culture creators to unleash their creativity, we generated organic conversation and transformed Apex stories into local legends.

Background

In 2021 EA Games set out to launch Season Eight of Apex Legends, a first-person battle royale shooter game, in Japan. But even though first-person shooters are one of the most popular gaming genres globally, they are still niche in Japan, engaging just 15% of gamers. As well as this, Japanese gamers are fiercely loyal to homegrown brands and tend to prefer games by local giants Nintendo, Capcom and Square Enix. This posed a challenge for a global brand like EA looking to penetrate the Japanese market. The objective was to double the amount of Apex players in Japan. But to attract new players, not only did we need to rapidly grow interest in first person shooters, we needed to position Apex as a brand that felt locally relevant in order to be genuinely accepted.

Describe the creative idea

Our target 18-34 gaming audience is captivated by rich stories and expansive worlds. 82% of them are immersive story lovers with an interest in manga, anime, literature and film. To unlock local success for Apex Legends, it wasn’t enough to sell our gameplay. We needed to elevate the stories behind Apex Legends in an authentic way. To do this we turned to masters of the craft. We partnered with veteran Manga artist Atsushi Ohkubo to redesign our Apex Legends characters in his signature style and amplified his artwork across gaming websites to captivate our audience. We then encouraged our gaming audience to unleash their own creativity through a UGC competition, inviting them to immerse themselves in our Apex Legends universe and then reimagine it. To launch the competition we partnered with five emerging illustrators who each developed their own unique Apex Legends artworks to inspire more creations from the community.

Describe the strategy

To grow local interest in first-person shooters and local love for Apex legends, our strategy was to Transform Stories into Local Legends. We needed to elevate the character storylines from the Apex Legends universe into local legends that our audience would love to share within their social circles. To do this our strategy was two pronged. Firstly, we needed to pull in and engage our gaming audience where they already love to tell and share stories, tapping into existing online gaming communities and using manga influencers to spread our local legends. Secondly, for a new game launch in a new market we needed to generate mass reach and awareness of Apex Legends with push comms activity. But we couldn’t simply shout loudly with global assets in above the line media. To be authentic we needed to amplify the local legends we had cocreated with our gaming audience.

Describe the execution

To reach our gaming audience, we partnered with IGN Japan to develop and amplify our local legends content. Ohkubo’s artwork was featured in native articles, high impact display and video content across IGN and other top gaming community websites Famitsu, 4Gamer and Gamespark. A dedicated campaign microsite was also created to house our UGC competition and showcase local influencer illustrations. We then extended the Ohkubo partnership from the screen to the streets to deliver even more scale, showcasing his artwork in high reaching outdoor media. We focused on large, consecutive outdoor placements in iconic Shibuya Station, where up to three million people every day could literally walk alongside the Apex Legends characters that Ohkubo had reimagined. With the hands of a manga legend, paired with smart media targeting, we transformed our Apex stories into local legends. The campaign ran for eight weeks, coinciding with the game’s launch in February 2021.

Describe the outcome

The campaign was a huge success. The artistic re-imaginations from Ohkubo drove significant attention, helping Apex Legends trend on Twitter on the day of launch. Paid media amplification across IGN, gaming websites and outdoor delivered mass reach with over 13 million total impressions. Not only that, our UGC competition generated over 150 additional artworks from fans and drove further organic sharing on Twitter and Reddit, enabling us to infiltrate online communities that aren’t usually advertising friendly. We achieved over 99,000 social engagements with a 41% engagement rate. The artwork created was so popular that Respawn, the developers of Apex Legends, are now exploring repurposing the user generated artworks for in game loading screens and merchandise. We smashed our targets with the campaign resulting in a 194% increase in new Apex Legends players in Japan. We also grew daily active users by 53%.

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