Entertainment > Gaming

ADIDAS NEO GYMASTICS X JUST DANCE

TBWA\BOLT SHANGHAI, Shanghai / ADIDAS / 2022

CampaignCampaignLayout(opens in a new tab)
Supporting Images
Supporting Images
Supporting Images

Overview

Credits

Overview

Why is this work relevant for Entertainment?

Daily school gymnastics is one of the few sports opportunities that Chinese students have access to, but many skip it.

Video games are what most students spend time on but for the most part do not encourage physical activity.

To encourage participation in sports, we transformed a 71-year-old gymnastics routine and launched it as a video game, making it as entertaining as a video game itself. Adidas Neo made the new gymnastics the No. 2 most played track on China’s most popular dancing video game platform, going beyond the game into social media, school yards and onto the streets.

Background

Students in China have a low daily uptake of sporting activity. Adidas NEO, a brand targeted at high school and college students wanted to engage more students to do sports. But doing sports is a luxury for Chinese students due to increasing academic pressure as they grow up. In their senior years in high school, PE classes are often "hijacked" by Math and English teachers, not to mention the extra homework over the weekends.

This casts a shadow on students adopting a healthy lifestyle as well the Adidas Neo brand and business.

With this challenge, the task was to encourage students to adopt a more active sports lifestyle enabled through Adidas NEO.

Describe the creative idea

In China’s schoolyard, the morning broadcast gymnastics is a daily routine for students, but most of the time they muddle through it or skip it. This 71-year-old China school tradition sounds and feels like a 71-year-old, with old fashioned music and rigid moves. It’s no surprise that only 12.5% of high school students do sports daily. (Paixun Teenagers Health Index 2021).

Another “culprit” to sports participation is video games, the go-to student entertainment to cope with academic pressure. (QuestMobile Chinese Gaming Research 2021)

So we created a collision between the two; old-fashioned broadcast gymnastics and video gaming. We partnered with Just Dance, a popular dance video game to feature the school gymnastics routine in-game! We composed the song, designed unique game characters in dynamic school uniforms, remixed the traditional broadcast gymnastics beat and tempo, and launched it at the end of August, the back-to-school season.

Describe the strategy

The target audience are students in high school and college (15 to 22 years old).

School broadcast gymnastics and videos games are things that Chinese students spend time on daily, so our strategy for partnership became clear: we partnered with Just Dance, the world's favorite dance video console game, turning video games and gymnastics -- these two real life occasions -- into a media opportunity to enable students to adopt a more active sports lifestyle.

Additionally, with China's TikTok and Adidas NEO stores as amplification platforms, we were able to bridge the virtual worlds of video gaming and social media, to the real world of broadcast gymnastics, into a combined and entertaining sports experience for the audience.

Describe the execution

On Just Dance, we created the in-game track Youth is Calling with the new moves, unique characters in dynamic outfits, remixed soundtrack, and remodeled school setting, allowing students to move along with the upbeat rhythm and strive for the highest score.

To promote the collaboration, on China’s TikTok we created the hashtag challenge #youthiscalling and worked with 14 influencers. 4 episodes of student life-moments encouraged students to do the NEO dance with tailored stickers and filters. Offline, students could do the dance in-store to win gifts. For the first time, Just Dance went from the console into social media and in-store with a curated experience for the younger generation.

The game lauched during the back-to-school season from 27th August to 6th September. The addictive soundtrack, gymnastics moves, TikTok challenge, and activation across 95 stores made it widely viewed and shared, and got our youthful audience moving.

Describe the outcome

The campaign got students participating and increased in-store traffic by 8% and sales by 11% compared to the non-campaign period.

The track “Youth is Calling” reached No.1 branded and No.2 overall on the Just Dance China track list.

The campaign went viral beyond TikTok with 42 influencers across social platforms spontaneously sharing content including Bilibili (the biggest GEN Z community), Weibo and Red.

Views of branded and UGC videos passed 450M, with 8M likes and 1M comments across platforms.

News media with 51 posts achieved 5.2M RMB in PR value.

Popularity went beyond the game. People across ages danced along with consoles, on social platforms, in-store and beyond. Some schools even replaced the old gymnastics with ours.

As a brand that believes that sports can change lives, Adidas Neo successfully got people moving, making sports more mentally and physically appealing to Chinese student lifestyles.

More Entries from Brand Integration for Games in Entertainment

24 items

Grand Prix Cannes Lions
EAT A SWEDE

Fiction Film: 5-30 minutes

EAT A SWEDE

SWEDISH FOOD FEDERATION, McCANN

(opens in a new tab)

More Entries from TBWA\BOLT SHANGHAI

20 items

Bronze Cannes Lions
ADIDAS NEO GYMASTICS X JUST DANCE

Social Behaviour

ADIDAS NEO GYMASTICS X JUST DANCE

ADIDAS, TBWA\BOLT SHANGHAI

(opens in a new tab)