awards / spikes / Mobile

Mobile Spikes

The Mobile Spikes celebrate device-driven creativity.

Entries should demonstrate performance in portable platforms; work where a hand-held or wearable environment is integral to the idea and enables key aspects of the execution.

Overview

Criteria considered during judging includes: idea, execution, platform relevance, impact and results.

There is no overall limit to how many times the same piece of work can be entered into Mobile as long as the categories chosen are relevant.

Explore the categories

A. Technology

The creative application of mobile technology to enrich a brand, product or service.

A01 Activation by Location.
Use of GPS, geolocation and / or proximity technologies to activate a mobile experience.

A02 AR.
Work that uses augmented realities to enhance the user experience through real-time integration and layering of digital information on top of real-world environments.
* Please provide a demo film of the technology for the jury

A03 New Realities & Voice Activation.
The creative application of virtual reality, mixed reality or voice activation to solve a problem, drive engagement and/or enhance the consumer experience.
* Please provide a demo film of the technology for the jury

A04 Connected Devices / Wearables.
Work that uses one or more connected or networked mobile device to engage the consumer or enhance the experience. Including, but not limited to, wearables, drivables, sports devices, smart watches, flyables, household objects, screens, smart TV's, digital billboards and all other 'Internet of Things'.

A05 Data / Insight.
The creative use of personal data to arrive at creative mobile solutions in order to target, engage or develop a meaningful relationship with a specific audience or community.

A06 Innovative use of Technology.
The creative application of mobile technologies, including innovative use of in-built features. These might include, but are not limited to, touchscreen, accelerometer, camera, speaker, microphone and other haptic technologies.

A07 Advanced Learning Technologies.
Creative applications of mobile based intelligent technology, this can include, but is not limited to, AI, bots, facial recognition, cloud technologies etc.

A08 mCommerce.
The creative application of mobile commerce solutions which led to the optimisation of the customer journey, increased engagement and commercial success. This can include but not limited to apps, wallets, reward programs and hyper convenience.

B. Use of Mobile



B01 Mobile Websites.
All mobile websites including single execution websites and websites created as part of a wider campaign.

B02 Mobile Apps.
Any application (native, hybrid, web-based or pre-installed) for a mobile device or Smart TV that can be accessed via the web or downloaded from app stores and other mobile software distribution platforms.

B03 Social Content for User Engagement .
Social activity using video, streaming video, photo sharing, images, GIFs or other content designed to engage, entertain, build, maintain or seed through an online social community for enhanced brand affinity.

B04 Social Commerce .
Creative social activity that utilises the power of an online community to impact business objectives and/or to enhance relationships with a brand, community or consumers. This may include content, operations, intelligence, resourcing, sales, product development and other aspects of the value chain.

B05 Targeted Communication.
Social activity customised for predefined communities, groups or individuals based on social era insight material such as behaviour, interests, friendships, geo-location etc. This can include, but is not limited to, native advertising and programmatic campaigns, audience insights, the customisation of the social message, its relevance and its creative execution etc.

B06 Mobile Games.
Games either specifically made for a brand or the strategic and creative integration of a brand into a game designed for and played on a mobile device.
* Please provide a demo film for the jury to experience

C. Campaign

Mobile first campaigns and communication (not one-off executions) to enrich a brand, product or service.

C01 Integrated Mobile Campaigns.
Work which utilises mobile technology alongside other mediums. Entries should demonstrate how the mobile component of the campaign interacted with other channels.

C02 Messaging Campaign.
Work which utilises messaging platforms including, but not limited to, instant messaging, push notifications, video messaging, photo sharing, SMS etc.

Other Spikes in Spikes Asia

Brand Experience & Activation