NEW BLOOD AWARDS
Media: A global PR-able moment.
Audience: Gamers, streamers and the people that watch them.
Brief: Make Heinz the irresistible brand of choice to stop, rest and recharge amidst universal gaming moments that your audience shares; whether that's mid-game, stream or view.
Insight: More than 80% of gamers admit to having rage quit over losing a video game. If it happens so often, surely this would be the perfect time to take a break and refuel? How do we get these gamers to think about Heinz the next time they rage quit?