MOBI 2010 Best Mobile App for Advertising, iPad Early Adopter, Best Branded Mobile Game Finalist Sony Pictures The Karate Kid

publication date: Aug 24, 2010
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Sony Pictures

Agency: Trigger LLC

Brand: The Karate Kid

Executives Involved in The Campaign: Wendy Feldman, Dwight Caines, Elias Plishner

Campaign Brief: A couple of key objectives for The Karate Kid digital marketing campaign were to drive consumer immersion with our brand and generate awareness via social network activities. We focused efforts on kids, teens, young adults and parents, and looked to develop a specific mobile program to reach those core audiences. We knew that gaming was a primary activity for kids; kids and teens are digitally savvy; teens and young adults are early adopters and heavily engaged in social networking; parents engage in casual gaming and utilize mobile devices as “passback” programming with their kids.

We created a free iPhone/iPad application that touched on many of the behavioral dynamics showcased by each of these core demographics. The application is a casual game with social network connectivity via Facebook. It is composed of five different mini-games relating to martial arts training exercises and is available in twelve languages worldwide. Each game is aligned to a specific virtue of Kung Fu as demonstrated in the film by Jackie Chan and Jaden Smith: patience, courage, endurance, perseverance, and will. The individual games also take advantage of the unique game play features offered by the iPhone/iPad devices such as the accelerometer, gesture-based movements, and iPod music playback. Users can choose to enjoy a single game or multiple games, yet still garner achievements and increase their skill level. They can also share their scores and achievements on Facebook and invite their friends to try as well.

In anticipation of the film’s release, we timed our worldwide launch of the free game to coincide with the release of the iPad device on April 3. Since we were one of the very first developers to design an engaging gaming experience for this platform, we had gained key storefront placement within iTunes. The storefront placement helped generate awareness among all audiences for our film, and enabled us to become one of the top downloads for free games during our promotional window. The volume of downloads steadily increased throughout our promotional window, and by opening day of the film in the US, we exceeded our download goal by over a 5x multiple. Word of mouth on the game also showed us that consumers were sharing their experience with The Karate Kid application with their family and friends.

The mobile application was something offered in all markets and was the main focus of our entire mobile campaign for the film’s release worldwide. The film was a box office success both domestically and internationally, and the free mobile application helped contribute to that accomplishment. The Karate Kid application is currently the most successful theatrical iPhone/iPad game from Sony Pictures to date. With the synchronized launch of the iPad device, the inclusion of social networking features and multi-game functionality, and brand integration, the free game application is certainly an award-worthy competitor and should be given due consideration for its respective categories.

Link to Your Creative Materials: http://itunes.apple.com/us/app/the-karate-kid/id364298872?mt=8

http://www.karatekid-themovie.com/site/#/mobile



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