2025
Entrant Company
Category
Client's Name
Country / Region
Arcane Season 2: A Global Fan Experience
For the launch of Arcane Season 2, Riot Games and Netflix didn’t just roll out a new season - they brought the world of Piltover and Zaun to life.
Built on Riot’s “watch-play loop,” which encourages fans to bounce between shows and games, the campaign unfolded as a global, three-act experience that turned traditional entertainment marketing on its head. Each activation merged storytelling, gameplay, and physical interaction, giving fans real-world ways to step into Arcane’s universe.
It began with Jinx’s Playground in Paris - a retail-meets-gaming space where fans could craft, play, and pick up exclusive merch, including a custom-designed Flame Chomper Bluetooth speaker that quickly became the campaign’s most sought-after collectible.
Next, the Hollywood Premiere reimagined the Egyptian Theatre as a Piltover gala, complete with a life-sized bridge installation and lore-rich exhibits. Streamed live across multiple platforms, the event blurred the line between red carpet and fan celebration.
Finally, the LA Finale Festival transformed the Shrine Expo Hall into a living Arcane world, complete with gaming stations, iconic weapons, and museum-quality storytelling. Guests entered through a full-size Hexgate - an unforgettable gateway into the heart of the show.
Each moment was designed to reward fandom with meaningful interaction, surprise, and immersion. From Flame Chompers you could take home to gameplay that connected directly with the show’s themes, this wasn’t just a launch. It was a celebration of how stories from games can exist across screens, stages, and cities.
The campaign landed at a cultural tipping point, as game-based stories like The Last of Us and Fallout pushed into mainstream entertainment. But Arcane took it further - not just watched or played, but lived.
For Riot, it deepened player connection. For Netflix, it showed the future of interactive entertainment. And for fans, it was proof that a show born from a game could feel more real than anything else on TV.
Credits
Entrant Company
ADMERASIA
Category
Branded Content - Diversity / Equity / Inclusion
Country / Region
United States
Entrant Company
Splendid Communications
Category
Branded Content - Non-Profit
Country / Region
United Kingdom
Entrant Company
McKinsey and Company
Category
Marketing & Promotional - Sustainability (NEW)
Country / Region
United States
Entrant Company
MDLBEAST
Category
Experiential & Immersive - Live Experiences
Country / Region
Saudi Arabia