Heineken Star Player

Heineken Star Player

The UEFA Champions League attracts massive global audiences, and a large share of fans watch matches at home. Heineken’s release references over 150 million TV viewers watching live UCL coverage per match week in 220+ territories. Heineken and AKQA used that context to build Heineken StarPlayer, a dual-screen app designed to let fans interact in real time with the nail-biting action.

With StarPlayer, fans play along live on desktop and mobile by anticipating what will happen in key match moments, in real time. The promise is simple. Turn passive viewing into a competitive layer of predictions, banter and shared tension.

What StarPlayer actually adds to the match

The mechanic is built around micro-moments. Here, “micro-moments” means the short, repeatable windows where a single prediction fits without pulling you away from play. Corners, free kicks, penalties, shots, and short time windows where a fan can commit to a forecast. If you are right, you gain points. If you are wrong, you lose ground. The point is not the points. The point is sustained attention and social comparison. Because each forecast is time-boxed and resolved by the next play, the loop creates tension and keeps fans scanning for the next peak moment.

In sports sponsorship, the hard part is not reach. It is converting 90 minutes of attention into 90 minutes of participation.

In global sports sponsorships, the scarce resource is not exposure, it is credible participation during the live window.

The real question is whether you can turn the second-screen reflex into a ritual that heightens the match instead of competing with it.

Why the dual-screen idea fits the way fans really watch

StarPlayer leans into two truths. First, a lot of fans watch at home rather than in stadiums. Second, many are already using a second device during the match, either to check stats, message friends, or follow commentary. StarPlayer turns that second-screen habit into a structured game loop. It also respects viewer control. You can engage in bursts, choose the moments you want to play, and keep your focus on the match while the phone or laptop becomes your companion layer.

Extractable takeaway: If your audience already second-screens, convert that habit into one-tap decisions tied to predictable peaks, so the companion layer adds tension without stealing attention from the main screen.

What the brand is really buying

Heineken positions StarPlayer as “made to entertain” applied to sport viewing. The business intent is to make the sponsorship feel like an experience, not just a logo. If the brand becomes part of the ritual, it earns recall that is tied to real match emotions, not ad breaks. This kind of activation is worth doing only when it becomes part of the viewing ritual, not an interruption layered on top.

The work later earns major industry recognition. Heineken Star Player is listed as a Cyber Gold Lion (Mobile) at Cannes Lions, credited to AKQA London.

Steal the second-screen prediction loop

  • Design around predictable peaks. Build interactions for moments people already lean forward for.
  • Keep the loop lightweight. A decision in seconds beats anything that competes with the main screen.
  • Make it social by default. Rivalry, banter and comparison are the fuel. Solo play is the backup.
  • Optimise for “stickiness”, not clicks. The win condition is returning to the second screen again and again during the match.

A few fast answers before you act

What is a “dual-screen” experience in sports marketing?

A dual-screen experience is when the main content stays on TV, while a phone or laptop adds a companion layer. The second screen can enable play, prediction, stats, chat, or rewards without interrupting the match.

Why do prediction mechanics work especially well in live sport?

Because sport is already a sequence of uncertain outcomes. Predictions let fans externalise their gut feel, then get instant feedback, which creates tension and repeat engagement.

What is the simplest version of Star Player a brand could copy?

Pick 5 to 10 repeatable match moments. Create one-tap predictions with a short countdown. Score it. Add a friend leaderboard. Keep everything playable in under five seconds.

How do you avoid the second screen distracting from the match?

Design for bursts. Keep interactions tied to natural pauses or peak moments. Use quick taps, not typing. The TV remains the hero.

What metrics matter for a second-screen activation?

Time-in-experience per match, repeat participation across matches, and social play rate. For brand outcomes, track recall and sponsorship attribution uplift, not just installs.

Nike SPARQ: Immersive Digital Training

Nike SPARQ: Immersive Digital Training

When training becomes the differentiator. Nike SPARQ goes digital

Not too long ago, talent determined greatness. Today, talent is a given, but training is what separates the exceptional from the merely promising. So to help athletes everywhere reach their true potential through better training, Nike along with ad agency R/GA New York created an immersive digital experience for the SPARQ program (Speed, Power, Agility, Reaction, and Quickness).

Athletes could now follow the same training regimens as professional athletes through detailed, customized video demonstrations delivered via iPods or handheld video players that made it accessible anywhere. The SPARQ website also let athletes set goals, track progress, find Nike SPARQ Trainers across the country, get an official SPARQ rating, and purchase gear.

The smart move: make elite training portable and personal

The experience does two things at once. It brings pro-level drills to anyone with a device, and it makes training feel individualized through customization and video guidance. That combination shifts SPARQ from “program” to “daily habit.”

In sports-performance brands and youth training programs, the winners make instruction portable enough to survive real life.

Why this feels bigger than content

The real question is whether your digital experience builds a habit-forming training loop, or just publishes drills. Because it is not just inspiration. It is infrastructure. Video demonstrations give you the “how,” goal setting and tracking give you the “keep going,” the rating gives you a yardstick, and trainers plus gear connect the digital loop to the real world. Here, the digital loop is the cycle of instruction, goals, tracking, and feedback that pulls you into the next session. Treat training as infrastructure, not content, if you want durable engagement.

Extractable takeaway: Pair instruction with goals, tracking, and feedback loops so progress is visible and practice becomes a habit.

The business intent hiding in plain sight

Build a performance ecosystem that increases commitment over time. The more you train, track, and compare, the more SPARQ becomes the platform you return to. And the more natural gear purchase becomes inside that flow.

Steal the habit loop, not just the videos

  • Ship a loop, not content. Guidance, goals, tracking, and a measurable score.
  • Design for anywhere use. Portability turns intention into repetition.
  • Connect digital motivation to real-world touchpoints. Trainers, ratings, and commerce.

A few fast answers before you act

What does SPARQ stand for?

Speed, Power, Agility, Reaction, and Quickness.

What did Nike and R/GA New York build?

An immersive digital experience for SPARQ that delivered customized training video demonstrations and a supporting website for goals, tracking, trainers, ratings, and gear.

How did athletes access the training content?

Through detailed video demonstrations delivered via iPods or handheld video players, making the training accessible anywhere.

Why did this feel bigger than training videos?

Because it combined instruction with goal setting, tracking, a rating, and connections to trainers and gear, creating a repeatable training loop.

What made the SPARQ website useful beyond videos?

It let athletes set goals, track progress, find SPARQ trainers, get an official SPARQ rating, and purchase gear.

What is the simplest principle to copy from SPARQ?

Pair guidance with goals and feedback so people can see progress and have a reason to return.

Lexus GS: NFC-Enabled Print Ad in WIRED

Lexus GS: NFC-Enabled Print Ad in WIRED

A print ad sits inside WIRED, but it behaves like a link. Hold an NFC-enabled phone (NFC is short for near-field communication) to the page and a Lexus GS demo opens on your device, without scanning a code or typing a URL.

Brands like Mercedes Benz, Reporters Without Borders, Volkswagen etc have all been working hard to create clutter breaking and engaging print ads.

In this latest example of an interactive print ad, WIRED magazine and Lexus have teamed up to create what they describe as the first mass-produced print ad embedded with an NFC tag. The ad, reported as appearing in 500,000 subscriber copies of WIRED’s April issue, lets readers with NFC-enabled phones access a demo of the Lexus GS 2013’s Enform App Suite simply by holding their phone up to the ad.

A tap replaces the scan

The mechanism is straightforward. An NFC tag is embedded into the page, and the phone reads it when placed close to the printed area. That single “tap” launches a mobile experience that can demonstrate features and apps without requiring camera alignment or extra steps. Because the tap collapses multiple steps into one, the handoff feels effortless.

In global publishing and automotive marketing, bridging print to mobile works best when the handoff is faster than habit, and simple enough to do without thinking.

Why this matters for print innovation

Most interactive print relies on behavior people already associate with effort, like scanning codes or typing. NFC flips that. The interaction feels like “just place phone here”, which is closer to natural curiosity than task completion.

Extractable takeaway: NFC works in print when it replaces effort with instinct. Design the handoff as a single tap that proves value immediately.

Definition-tightening: NFC tags in print are typically passive. The page is not powered. The phone provides the energy and reads a short payload that triggers a destination on the device.

What Lexus is really buying

This is a modern product story told through a legacy medium. The GS positioning leans into connected experiences, so demonstrating an app suite through a connected print interaction reinforces the message at the exact moment of discovery.

The real question is whether the tap reinforces the product promise at the moment of discovery.

Steal this pattern for interactive print

  • Design for one gesture. If it takes more than a tap, many readers will not try.
  • Reward instantly. The first screen after the tap should feel like a payoff, not a loading screen.
  • Make the print do real work. Print should provide context and desire. Mobile should provide depth and demonstration.
  • Plan for non-NFC readers. If the print idea relies on a capability not everyone has, ensure there is still a clear alternate path.

A few fast answers before you act

What makes this WIRED ad “interactive”?

The page contains an embedded NFC tag. Tapping an NFC-enabled phone to the ad launches a Lexus GS mobile demo experience.

Why use NFC instead of a QR code?

NFC removes the camera step. A tap is faster and tends to feel easier than scanning, which can increase participation.

Do you need a special app to use an NFC print ad?

Typically no. If NFC is enabled, the phone reads the tag and opens the linked mobile experience using standard system behavior.

What is the key benefit for the advertiser?

A lower-friction bridge from print attention to a measurable digital demo, without breaking the reading flow as aggressively as “go type this URL”.

What is the biggest execution risk?

Compatibility and clarity. If readers do not have NFC, or do not understand where to tap, the interaction collapses back into a normal print ad.