1. PULSE
CHALLENGE
Our busy lifestyles often mean that we miss out on sport and exercise. Coca-Cola Pulse pushed us out of our comfort zone and encouraged us to actively incorporate exercise into our lives, rather than making excuses. The initiative was designed to show that you don’t have to be a time-millionaire, you can do something for your health in just 2 minutes.
SOLUTION
A unique vending machine, designed to convey the campaign message, was equipped with a heart rate monitor. After the measurement, an animation on the machine asked consumers to increase their heart rate by 40 in 2 minutes. The method was up to each individual. Those who successfully completed the task could choose a Coca-Cola, a Coca-Cola light, or a Coca-Cola zero from the vending machine.
RESULT
The Coca-Cola Pulse campaign was very popular with those who tried the vending machines.
WHAT WE WERE RESPONSIBLE FOR
For creating a campaign that met Coca-Cola’s brand activation objectives and activating the target group by using modern and interactive tools.
2. HOPSCOTCH
The aim of the Jumping School campaign was to raise awareness of the importance of doing sports and to involve young people in the experience of moving together through interactive tools. The reimagined version of the childhood game takes you into a virtual space where participants can compete in teams. The campaign performed extremely well, both in terms of views and number of participants.
CHALLENGE
The campaign promoted the Coca-Cola brand to a target group of university students through the ambassador programme, with the help of digital and social media. The aim of the campaign was to communicate the love of sport and exercise, to activate, and to be a constant presence in everyday life.
SOLUTION
With Coke Jumping School, we rethought the game by using an augmented reality solution. We made it accessible through a mobile app and turned it into a social experience, encouraging young people to move and burn calories. The mobile app drew a virtual track in front of the player, so teams could compete virtually anywhere, anytime. During the supporting campaign, we used ambient, outdoor, and online tools to encourage downloading. In the end, we closed the campaign with an all-out competition.
RESULT
6,000 people downloaded the app and 300 teams registered for the competition. The app also achieved significant results on its own: it came 3rd in the iOS app store in the sports category. The activation video was viewed by more than 65,000 people.
WHAT WE WERE RESPONSIBLE FOR
Promoting Coca-Cola and emphasising the positive values and lifestyle associated with it (sport and love of exercise).