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2007 AWARDS - WINNERS

2007 Award Winner

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2007 Award Winner

2007 AWARD WINNER

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IT & CONSUMER DURABLES SPONSORED BY

CAMPAIGN - Dance Factory

AGENCY - Ikon Communications

CLIENT - Atari Asia Pacific

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SPONSORED BY

www.advertisingstandardsbureau.com.au

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OBJECTIVES

Ikon needed to harness the power of word-of-mouth and experiential to promote Atari’s Dance Factory game in a category already loaded with options.

Ikon’s campaign had to highlight the game’s unique selling point - it generates dance moves to your own music CDs, offering an infinite variety of music to dance to - to an audience with a limited attention span, in an environment already cluttered with ads.

Also, at $79.95 to $89.95, Dance Factory blows the budget for teens on an allowance, so Ikon’s additional challenge was to win parents over as well.

Atari had set a three-month sales target of 3,900 units. It is general practice for Atari to allow for approximately 65% sell-through in the first three-months - the key period for each title, and Atari’s initial order was for 6,000 units.

Ikon had considered various media alternatives to launch Dance Factory, but its budget was pulled.

The agency was confident, however, the opportunity to experience Dance Factory would set it apart from its competitors in the minds of kids and parents alike, and it identified youth community events as an untapped avenue to connect with 13 to 17-year-olds in the perfect environment.

CAMPAIGN

The big idea was to hold a Dance Factory competition as the main attraction at NSW Police Blue Light discos, enabling 13 to 17-year-olds to experience the game first hand.

Blue Light discos provide safe, healthy, supervised entertainment for young people in an environment that excludes drugs, alcohol and violence - a perfect environment to associate the Dance Factory brand with.

The insight was based on the idea Australian teens have an inherent fear of dancing and look for any guidance available - cue the Dance Factory competition. This would turn dancing into a game and play on the competitive nature of teens

No traditional media was used, instead Ikon created a new media channel, which was integrated with Police Blue Light magazines. The strategy also went on to generate positive word-of-mouth from teens who interacted with the game and saw it in action.

Since Atari was not an official sponsor of Blue Light, there were legal restrictions against displaying signage around the area, so Atari supplied Blue Light with wristbands to give away - serving as a take-home reminder to all who interacted with the game.

The only cost to Atari was the supply of a game console and copy of Dance Factory to use for the competition as well as nine additional copies of the game to give away as prizes.

The agency managed to develop a launch platform in the absence of a budget.

RESULTS

Actual sales of the game were 6,941 units in the first three months (82% above the objective) and the campaign delivered a true profit return of $9.12 for every $1 invested in marketing.

Dance Factory appeared at 22 discos across NSW. Some events attracted up to 1,000 patrons, resulting in a total of 15,235 teenagers having a unique brand experience with Dance Factory - at no media cost.

As there was no other media support for the game, there was a direct attribution of success to the campaign insight and idea.

JUDGE’S COMMENTS

“In the face of adversity this campaign delivered business results by clearly partnering with an organisation to get the product under the feet of its target market.”

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