...

Subway®

How Subway® reached “the unreachable” and conquered their hearts.

Brief

Subway’s core target audience (16-34 year-olds) is admittedly hard to reach. They are avid users of ad blockers, have a short ad attention span, and habitually consume non-traditional media. But they share a common habitat: the gaming world.

Idea

Establishing Subway® as a fully integrated and welcomed part of the gaming community by making gaming more fun for all players.

Solution

Subway® Suberior League, a unique gaming experience with six different activations all within the same campaign, such as:

  • A nine-week 5v5 Counter-Strike tournament broadcasted live on Twitch from Subway’s studio every Sunday, promoted by esports stars and with an attractive prize pool – Cash & Subs.

  • A Subway®-branded Counter-Strike map available 24/7.

  • A grand final event in Stockholm, featuring matches, activations, and Subway® merchandise.

Results

Subway® Suberior League not only achieved exceptional organic and paid media results but also significantly enhanced the brand love, positioning Subway as a preferred choice within the gaming community. A few examples: Social reach 3,887,325 (388% OET), Minutes watched 2,961,257 (185% OET), Time Spent Gaming with Subway 10,010 hours.

In collaboration with  Essencemediacom and Esportal.

Seraphinite AcceleratorOptimized by Seraphinite Accelerator
Turns on site high speed to be attractive for people and search engines.