Entertainment
The Entertainment Lynx celebrates creativity that turns content into culture.
The work will need to demonstrate ideas that are unskippable; work that captivates in order to cut-through, communicating a brand message or connecting with consumers in a new way.
The work will need to demonstrate ideas that are unskippable; work that captivates in order to cut-through, communicating a brand message or connecting with consumers in a new way.
Overview
A number of criteria will be considered during judging and weighted as follows: 20% strategy & insight; 30% creative idea; 30% craft & execution; 20% results.
Brands refers to talent, artists, creators, influencers, streamers, athletes, teams, organisations, sponsors, platforms, media owners, rights holders or any entity that produces and distributes products and content related to the entertainment industry.
There is no overall limit to how many times the same piece of work can be entered into Entertainment as long as the categories chosen are relevant.
Brands refers to talent, artists, creators, influencers, streamers, athletes, teams, organisations, sponsors, platforms, media owners, rights holders or any entity that produces and distributes products and content related to the entertainment industry.
There is no overall limit to how many times the same piece of work can be entered into Entertainment as long as the categories chosen are relevant.
A. Entertainment
A01 Fiction & Non-Fiction Films up to 5 minutes.
Branded fiction or non-fiction film, series or documentary / reality film created for cinema, TV, online or video on demand platforms.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode. Traditional film advertising should be entered into the Film Lynx.
A02 Fiction & Non-Fiction Films: 5-30 minutes.
Branded fiction or non-fiction film, series or documentary / reality film created for cinema, TV, online or video on demand platforms.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode. Traditional film advertising should be entered into the Film Lynx.
A03 Fiction & Non-Fiction Films Over 30 minutes.
Branded fiction or non-fiction film, series or documentary / reality film created for cinema, TV, online or video on demand platforms.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode. Traditional film advertising should be entered into the Film Lynx.
A04 Metaverse, New Realities & Emerging Tech. NEW
Immersive experiences that creatively push the boundaries of technology within Entertainment, Gaming, Music and Sport. This could include, but not be limited to, AI, AR, VR, voice technology, blockchain technology, gamification, virtual worlds, metaverse and all other emerging platforms. Does not include prototypes of early stage technology.
* Please provide a demo film of the technology used for the jury.
A05 Live Entertainment.
Live entertainment, including live broadcasts, live streams, concerts, stunts and festivals held physically or within virtual worlds, crafted to amplify a brand’s message and increase engagement with an audience.
* Please supply a sample film file of up to 30 minutes.
A06 Audio Content.
Content created for radio, podcasts or other audio platforms.
A07 Brand Integration & Sponsorships / Partnerships for Branded Content.
Integration of brands into existing content such as films, series and TV or radio shows as well as strategic and creative partnership / sponsorships for branded content.
A08 Audience Engagement or Distribution Strategy.
Exceptional audience engagement and distribution strategies that creatively and effectively further the content's reach.
A09 Promotional Content for Publishers and Networks.
Original content / programming created to promote a media company, network, broadcaster or publisher. Focus on how the work influenced audience perception, drove engagement, and communicated or evolved the identity of the publisher.
A10 Entertainment for Good. NEW
Brand led entertainment work that drove cultural change or was integral to achieving a brand's purpose.
B. Talent
Work that features or is developed in collaboration with talent, leveraging their influence to amplify a brand's message.
B01 Talent: Film, Series & Audio.
Branded fiction films, documentaries, series or audio content that feature a talent to amplify a brand's message and increase engagement with an audience.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode.
B02 Talent: Live Experience.
Live entertainment, including concerts, stunts and festivals that feature a talent to amplify a brand's message and increase engagement with an audience.
B03 Talent: Digital & Social.
Digital and social media initiatives that feature a talent to amplify a brand's message and increase engagement with an audience.
B04 Partnerships in Talent.
Strategic, effective and mutually beneficial partnerships between a brand and a talent.
B01 Talent: Film, Series & Audio.
Branded fiction films, documentaries, series or audio content that feature a talent to amplify a brand's message and increase engagement with an audience.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode.
B02 Talent: Live Experience.
Live entertainment, including concerts, stunts and festivals that feature a talent to amplify a brand's message and increase engagement with an audience.
B03 Talent: Digital & Social.
Digital and social media initiatives that feature a talent to amplify a brand's message and increase engagement with an audience.
B04 Partnerships in Talent.
Strategic, effective and mutually beneficial partnerships between a brand and a talent.
C. Branded Gaming
Games and gaming initiatives that communicate a brand, product or artist through the creative production, promotion and distribution of content with gaming at the core.
*Esports may be entered across all categories within Section C.
C01 Digital & Mobile Games.
Console, online and mobile games specifically created for a brand, including emerging tech for games.
C02 Brand Integration & Sponsorships / Partnerships for Games.
Strategic partnerships and collaborations between gaming brands and non-gaming brands that leverage the seamless integration of a brand into a game or gaming platform, enhancing the overall gaming experience and delivering tangible business results. This could include, but not be limited to, one-off stunts and events, temporary environments or permanent brand installations within existing or new gaming platforms.
C03 Live Gaming Experience. NEW
Any live gaming experience or activation that was held at a consumer or B2B event for product launch or promotion. This could include, but not be limited to live broadcasts, live streams, installations, festivals, conventions, product demos, pop-ups, esports competitions, virtual concerts and live performances held physically or within virtual worlds.
C04 Audio-visual Content for Gaming. NEW
Branded film, radio and audio content including trailers, documentaries, series and original music content with gaming at their core that aim to amplify a brand's message or promote a new game or gaming product.
C05 Use of Gaming / Streaming Platforms. NEW
Innovative use of gaming / streaming platforms to effectively promote a brand, product or service.
C06 Community Management / Social Engagement. NEW
Work which focuses on the development, maintenance and nurturing of a gaming audience. The work should demonstrate how engaging with a gaming community has increased social engagement, enhancing the brand reputation and trust within the community.
C01 Digital & Mobile Games.
Console, online and mobile games specifically created for a brand, including emerging tech for games.
C02 Brand Integration & Sponsorships / Partnerships for Games.
Strategic partnerships and collaborations between gaming brands and non-gaming brands that leverage the seamless integration of a brand into a game or gaming platform, enhancing the overall gaming experience and delivering tangible business results. This could include, but not be limited to, one-off stunts and events, temporary environments or permanent brand installations within existing or new gaming platforms.
C03 Live Gaming Experience. NEW
Any live gaming experience or activation that was held at a consumer or B2B event for product launch or promotion. This could include, but not be limited to live broadcasts, live streams, installations, festivals, conventions, product demos, pop-ups, esports competitions, virtual concerts and live performances held physically or within virtual worlds.
C04 Audio-visual Content for Gaming. NEW
Branded film, radio and audio content including trailers, documentaries, series and original music content with gaming at their core that aim to amplify a brand's message or promote a new game or gaming product.
C05 Use of Gaming / Streaming Platforms. NEW
Innovative use of gaming / streaming platforms to effectively promote a brand, product or service.
C06 Community Management / Social Engagement. NEW
Work which focuses on the development, maintenance and nurturing of a gaming audience. The work should demonstrate how engaging with a gaming community has increased social engagement, enhancing the brand reputation and trust within the community.
D. Branded Sports
"Creativity that taps into fan culture and leverages the power of sports and eSports in connecting people to brands.
*Esports may be entered across all categories within Section D."
D01 Sports: Film, Series & Audio.
Films, documentaries, series, live streams or audio content with sports at their core that aim to amplify a brand's message and increase engagement with an audience.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode. Traditional film advertising should be entered into the Film Lynx.
D02 Brand Integration & Sponsorships / Partnerships for Sports.
Integration of a brand into existing sports entertainment, such as sports events or sports TV shows and content.
D03 Live Sports Experience.
Brand or sponsor integration into live sport or eSport events, live broadcasts, live streams, shows, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
D04 Audience Targeting or Distribution Strategy.
Audience engagement and distribution strategies designed to build and engage a sports-related fanbase, enhancing community activity and brand affinity.
D01 Sports: Film, Series & Audio.
Films, documentaries, series, live streams or audio content with sports at their core that aim to amplify a brand's message and increase engagement with an audience.
* If you are submitting a series please upload all episodes in a single video file with slates denoting the start of the next episode. Traditional film advertising should be entered into the Film Lynx.
D02 Brand Integration & Sponsorships / Partnerships for Sports.
Integration of a brand into existing sports entertainment, such as sports events or sports TV shows and content.
D03 Live Sports Experience.
Brand or sponsor integration into live sport or eSport events, live broadcasts, live streams, shows, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
D04 Audience Targeting or Distribution Strategy.
Audience engagement and distribution strategies designed to build and engage a sports-related fanbase, enhancing community activity and brand affinity.
E. Music & Brands
Original production, promotion or distribution of music for brands. Work where a recording artist or platform is creatively leveraged to communicate with consumers.
E01 Music Video.
The work should demonstrate exceptional examples of original music videos and interactive music videos.
E02 Brand or Product Integration into Music Content.
Relevant and symbiotic brand integration into music videos or other music content.
E03 Live Music Experience.
The design and production of experiences with music at its core. This could include, but not be limited to, concerts, live broadcasts, live streams, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
E04 Co-creation & User Generated Content.
Social based activity designed to encourage fans to contribute or collaborate with an artist’s or brand initiative. Engagement may be intended, for example, to drive long term value through collaborative interaction.
E05 Fan Engagement / Community Building.
Strategic initiatives designed to engage, build and/or maintain an artist’s fanbase / community that may result in an enhanced brand affinity. Community activity (passive fans vs active fans), engagement levels and the appropriateness of targeted conversation / communication directed at active / non-active users will all be considered.
E06 Use of Original / Licensed / Adapted Composition.
Collaboration between a brand and music artists to co-create, licence or adapt music compositions to further a brand’s reach, increase awareness and drive business.
E07 Strategic Partnership.
Exceptional collaboration between a brand or charity / non-profit organisation and music artists that mutually benefit everyone involved, producing exclusive content to increase a brand's reach or awareness of a cause.
E01 Music Video.
The work should demonstrate exceptional examples of original music videos and interactive music videos.
E02 Brand or Product Integration into Music Content.
Relevant and symbiotic brand integration into music videos or other music content.
E03 Live Music Experience.
The design and production of experiences with music at its core. This could include, but not be limited to, concerts, live broadcasts, live streams, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
E04 Co-creation & User Generated Content.
Social based activity designed to encourage fans to contribute or collaborate with an artist’s or brand initiative. Engagement may be intended, for example, to drive long term value through collaborative interaction.
E05 Fan Engagement / Community Building.
Strategic initiatives designed to engage, build and/or maintain an artist’s fanbase / community that may result in an enhanced brand affinity. Community activity (passive fans vs active fans), engagement levels and the appropriateness of targeted conversation / communication directed at active / non-active users will all be considered.
E06 Use of Original / Licensed / Adapted Composition.
Collaboration between a brand and music artists to co-create, licence or adapt music compositions to further a brand’s reach, increase awareness and drive business.
E07 Strategic Partnership.
Exceptional collaboration between a brand or charity / non-profit organisation and music artists that mutually benefit everyone involved, producing exclusive content to increase a brand's reach or awareness of a cause.