
By Kimberly Smith
Company: Sony United
Contact: Marc Rullo, Sony Electronics Director, Retail Marketing
Location: New York, NY
Industry: Consumer Electronics, Entertainment
Annual revenue: $78,900,000,000
Number of employees: 171300
Quick Read
In the fiercely competitive consumer-electronics industry, the ongoing battle to create
differentiation in consumers' minds becomes particularly cutthroat in the months leading to
the annual holiday season.
In 2008, Sony Electronics Retail Marketing Director Marc Rullo found he could make his company's brand stand out by leveraging a bond James Bond, that is and a partnership with sister company Sony Pictures Entertainment, which at the time was set to release the most recent Bond flick, Quantum of Solace.
The companies worked with Richmond, VA-based PowerPact to create an interactive game and related sweepstakes that used the broad appeal of James Bond and a million-dollar prize to lure users into learning more about Sony Electronics products.
The campaign scored high levels of user engagement, including a strong return-visit rate, and quite a bit of buzz. Moreover, it resulted in more than 45,000 clickthroughs to the Sony Electronics product pages and was responsible for a 12-15% increase in sales among the featured products.
Challenge
Garnering significant retail coverage and standing above the competition is a constant and
ever-growing challenge for the electronics category. "It's tough to create differentiation in
the consumer's mindset," said Marc Rullo, Director of Retail Marketing for Sony
Electronics.
The company's products and promotions target a broad group that includes anyone in the market for high-definition televisions, computers, point-and-shoot cameras, or any of the many other electronics that Sony manufactures.
In 2008, the battle for consumers' minds was further intensified by Sony's desire to not just stand out during the lead-up to the year's holiday buying season but also engage consumers to the point that they would choose to learn more about Sony products, and keep coming back for more.
Campaign
As it so happened, a new Bond film, Quantum of Solace, was scheduled for release in
theaters on November 14, 2008. Sony Electronics saw the Bond brand as a broadly
appealing draw for its market and the new release as a prime opportunity to partner with
Sony Pictures in a win-win promotion.
"Bond is a huge franchise well known by all factions of consumers," said Rullo. "Bond represents 'cool,' sophistication, and the use of sophisticated technology. We took advantage of that opportunity to have a conversation with consumers about that and pay it back to our own devices."
Together with promotion and shopper-marketing agency PowerPact, the Sony businesses created an integrated campaign around a Bond-themed game and related sweepstakes contest, which launched on September 29, 2008 and ran for eight weeks.
The game largely took place on a Sony microsite (removed after the promotion period), where visitors registered as "agents" and pursued a series of spy missionseach of which involved using virtual Sony Electronics products to retrieve "stolen" Sony HDNA (a tie-in to an ongoing marketing campaign Sony launched in 2007 to establish the notion that high definition is a central part of the company's DNA).
New missions were released on a weekly basis, and users were able to opt in for email, phone, or text alerts announcing each release.
Every week, before users could proceed through the next mission, however, they were prompted to watch behind-the-scenes Quantum of Solace clips and answer trivia questions related to both the movie itself and the gadgets used to examine the clips (i.e., Sony Electronics products).
For each trivia question correctly answered and every mission successfully completed, the user would then gain another entry into the sweepstakes, which boasted a million-dollar grand prize and a trip to a secret location (a private prescreening of the film, when, with the film's stars present, the agents would receive their prizes).
Instant-win opportunities were also made available via additional trivia questions, which helped to further educate users about the film and Sony products, while increasing engagement and "stickiness" on the microsite.
A downloadable widget and wallpapers available on the microsite encouraged additional engagement and sharing. The widget was, in fact, picked up by more 300,000 bloggers, media outlets, and individual users.
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Among other promotions used to drive consumers to the microsite were the following:
Results
In all, Sony estimates, the promotion received more than 496,000 gross media impressions. Each mission received in the range of 10,000 to 50,000 plays, with a large percentage of agents completing between five and seven missions apiece.
In addition, more than 86,000 individual trivia sessions were played, with over 3.9 million trivia questions answered in all, demonstrating that agents were engaged in and returning to the feature to answer additional questions.
On average, users spent over four minutes on the microsite per visit, which was double the length of time Sony was shooting for.
Users also showed interest in the products they interacted with on the site, accounting for more than 45,000 clickthroughs to the Sony Electronics product landing pages and a 12- 15% increase in sales among those products.
Lessons Learned