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Kabuki Battle

Case Study overview

Client: MTV

300.000 screenagers participated in the Kabuki Battle at the interactive channels TV, Web and Mobile. Spin nominated.

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1. Challenge

Our challenge was to create new interactive personas in order to position MTV and TMF as the next generation interactive channels for tv, web and mobile. Target audience was a 13-24 years audience in the Benelux region.

2. Strategy

Insights: screenagers like to play games and create interactive avatars. We need to go fully overboard on tv, web and mobile to engage

the target audience.

3. Concept

We created 5 Japanese action heroes called: Kabuki. In the Kabuki Battle arena we offered

a multiplayer battle game, a user created

hotpix gallery, avatars, mobile games, ringtones, MSN Messenger emoticons and more interactive entertainment.

4. Use of media

First we launched the Kabuki Battle with 5 second Kabuki TV commercials. Next we started an online rich media campaign, a TAB on MSN Messenger, a campaign on Hyves and Google and a mobile campaign.

5. Results

In 4 months over 300.000 people played the Kabuki Battle, 57.000 Kabuki emotion packs

were downloaded from Messenger, over 3.500 hotpix were created and 5.400 paid mobile

games were downloaded. 78% of the audience rated the Kabuki as totally awesome

(source: MTV SwitchOn panel).

6. Nominations

Kabuki Battle was nominated as best interactive gaming concept at the Dutch Spin Awards.

Kabuki Battle

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Client: MTV

300.000 screenagers participated in the Kabuki Battle at the interactive channels TV, Web and Mobile. Spin nominated.

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