TVs, radios, mobile devices, home entertainment, laptops, tablets, cameras, computer hardware, game consoles, drones, external or integrated VR/AR devices, sound systems, etc. Electronic devices may be aimed at consumers or businesses.
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Motorola sought to leverage initial success with hand-held two-way radios for consumers by going mass-market. Advertising that conveyed simple, relevant ways to use the product in a humorous manner led to a phenomenal 267% increase in sales.
Client: Motorola Consumer Solutions Group
Agency: Carmichael Lynch
"Device Wars" announces the Duracell brand's long-life superiority over Energizer batteries by dramatizing a battle between two teams of battery-powered devices. Duracell's overwhelming win proves that the debate is over: Duracell lasts longer.
Client: Duracell USA
Agency: Ogilvy & Mather Worldwide
After five years of record growth, aftermarket car electronics sales have fallen due to: flat CD headunit sales, premium-quality stereo offerings from auto manufactures, and a dwindling core audience (18-24 males) population. In response to these changes, many competitors are abandoning the core audience by broadening their message in hopes of re-gaining lost revenues Pioneer, aware that the core audience still accounts for the lion's share of after market car audio sales, set their sites on "owning" the 18-24 YO male target. The "Shock Waves" Campaign helped Pioneer to meet this objective, and capture leadership positions in the two key CD headunit and speaker product categories.
Client: Pioneer Electronics USA, Inc.
Agency: BBDO Los Angeles