Ford Escape Routes

Ford wanted to launch the new Escape in a way that would give people something they had never experienced before in branded entertainment. Billed as an industry first, Ford took the small screen to the second screen by combining TV with social media and mini-gameplay to create a prime time Social TV show called Escape Routes.

Six teams took on daredevil stunts while enlisting online fans as Virtual Teammates (VTMs), whose real-time support helped determine who crossed the finish line each week. Viewers did not just watch. They participated, recruited, chatted, and played along, with the online layer shaping outcomes and amplifying the show’s moments.

How the mechanic works

Escape Routes is structured like a competitive reality series. The TV episode delivers the narrative and the physical challenge. The second screen delivers the leverage. Fans act as VTMs and influence teams through live participation, social activity, and interactive challenges running alongside the broadcast.

The “branded” part is not only the vehicle on screen. The product story gets embedded into the stunts, the travel, and the weekly goals, so the car becomes the enabling tool inside the format, not a separate ad break.

In mass-market automotive launches, Social TV formats can convert broadcast reach into participation, and participation into measurable signals of demand.

Why it lands

It gives people viewer control without asking them to leave the entertainment. Participation is optional, but the invitation is clear and time-boxed. If you want to help your team, you can. If you want to just watch the show, you still get a complete experience.

It also creates a natural social engine. Teams are selected and rewarded for building a following, so they have an incentive to mobilize fans every week. That turns the audience into a distribution channel, not a passive rating.

What the brand is really buying

The business intent is pre-launch momentum at scale. A primetime run delivers reach. The second-screen layer delivers engagement, social lift, and a sustained reason to talk about the Escape over multiple weeks.

In Ford’s own reporting at the time, the social buzz was described as exceeding benchmarks, including a reported 1,033% increase in @FordEscape Twitter followers and a 50% increase in Facebook Likes.

Later trade coverage around awards credited Escape Routes with broader volume metrics across the run, including 7.65 million viewers, 64 million Facebook impressions, more than 65,000 Facebook Likes, and 3.4 million incremental user-generated video views, alongside the claim that it boosted share of voice in the small SUV segment with large-scale social activity.

What to steal if you want “reach plus action”

  • Design a format where the audience can matter. If participation cannot change anything, it will not sustain across weeks.
  • Make the second screen additive, not distracting. Keep actions short, timed, and tied to moments people already care about.
  • Give participants a role name. “Virtual Teammates” is a simple identity hook that makes participation feel legitimate.
  • Build weekly arcs. Multi-episode structure creates repeat engagement and compounding social momentum.

A few fast answers before you act

What is a Social TV show in marketing terms?

A Social TV show is a broadcast format that is designed to be experienced with a second screen, where social participation and interactive actions are part of the content loop, not a separate campaign layer.

What does “second screen” mean here?

It means the viewer uses a phone, tablet, or laptop while watching TV, and that device provides live interactions like voting, mini-games, chats, or challenges that are synchronized to the broadcast.

Why do “virtual teammate” mechanics work?

They turn spectators into contributors. Helping a team win creates emotional investment, repeat behavior, and social recruiting, because your participation has a clear purpose.

What is the biggest failure mode of second-screen activations?

Over-complexity. If the interaction takes too long, needs too much explanation, or competes with the main story, people drop it and the second screen becomes noise.

What metrics matter beyond views?

Registration and repeat participation per episode, share of voice during airtime windows, audience conversion into followers or opted-in communities, and any downstream indicators tied to shopping intent.

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. 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.

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

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.

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.

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.

What to steal for any live, time-boxed audience

  • 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.

IKEA Beröra

To launch the iPad version of the IKEA catalogue in Norway, ad agency SMFB created a brand new IKEA product called “Beröra”.

“Beröra” is a sewing kit with a special conductive thread that you sew into the index finger of your favourite gloves. Once the operation is done, the gloves work on a touch screen.

The idea in one clean sentence: Beröra turns any winter glove into a touchscreen glove, so the IKEA catalogue app fits the reality of how people live and move.

A launch mechanic that feels like a product, not a campaign

The smart move is that the “ad” looks and behaves like an IKEA item. A needle, instructions, and conductive thread. Simple enough to DIY, tangible enough to talk about, and useful enough to keep around after the novelty fades.

Conductive thread matters because most touch screens register conductive contact. So the kit essentially makes a glove fingertip “readable” to the device without forcing people to buy specialised tech gloves.

In cold-climate retail markets, the fastest way to accelerate digital adoption is to remove the tiny physical frictions that stop people trying it in the moment.

Results and recognition

The promotion generated a lot of interest. As reported at the time, 12,000 kits went in roughly two weeks, and the IKEA Norway iPad catalogue app broke download records.

The work later picked up awards-circuit recognition, including a One Show merit award, and gold at the Festival of Media in Montreux in the Best Launch Campaign category.

What to steal for your next app launch

  • Turn the barrier into the giveaway. Do not “explain” the friction. Remove it with something people can hold.
  • Make the object shareable offline. A physical product travels through homes, offices, and friend groups faster than a banner ever will.
  • Keep the installation simple. If the user needs a tutorial longer than a minute, the drop-off kills word of mouth.
  • Let the product demonstrate the promise. When the benefit is self-evident, belief comes for free.

A few fast answers before you act

What is Beröra, in plain terms?

Beröra is a DIY conductive-thread sewing kit created for IKEA Norway. You sew the thread into a glove fingertip so it works on touchscreen devices, supporting the launch of IKEA’s iPad catalogue.

Why does a physical kit help launch a digital catalogue?

Because it removes a real-world usage barrier. If people cannot comfortably use a phone or tablet in winter conditions, they will not build the habit. The kit makes the app feel practical, not theoretical.

What makes this a strong “earned media” idea?

It creates a story that is easy to repeat. IKEA made a product that solves a modern annoyance, and it is tied directly to the app being promoted. That combination tends to travel well.

What is the key mechanism that drives engagement here?

Utility creates trial. Trial creates talk. Talk creates downloads. The kit is the trigger that makes the catalogue experience easier, then social sharing does the distribution work.

What should you measure if you do something similar?

Track speed of redemption, install lift during the distribution window, and repeat usage of the app. If you have it, add branded search lift and share-of-voice during the launch period.