Entertainment
The Entertainment Eurobest Award celebrates creativity that turns branded content into culture.
The work will need to demonstrate ideas that are unskippable. It should captivate 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. It should captivate 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, 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. Branded Content
Creative content crafted to build awareness for a brand by associating it with culture and values through 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 Eurobest.
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 Eurobest.
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 Eurobest.
A04 Audio Content.
Content created for radio, podcasts or other audio platforms.
A05 Brand Integration.
Integration of brands into existing content such as films, documentaries, series, live streams, TV or radio/audio shows.
A06 Promotional Content for Publishers and Networks.
Original content/programming created to promote a media company, network, broadcaster or publisher. The work will be judged not just on the content, but also on how it communicated or evolved the identity of the publisher.
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 Eurobest.
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 Eurobest.
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 Eurobest.
A04 Audio Content.
Content created for radio, podcasts or other audio platforms.
A05 Brand Integration.
Integration of brands into existing content such as films, documentaries, series, live streams, TV or radio/audio shows.
A06 Promotional Content for Publishers and Networks.
Original content/programming created to promote a media company, network, broadcaster or publisher. The work will be judged not just on the content, but also on how it communicated or evolved the identity of the publisher.
B. Entertainment-led Brand Experience
Meaningful, engaging experiences and activations created to attract or maintain an audience.
B01 Live Entertainment.
Live entertainment, including concerts, live streams, stunts and festivals held physically or within virtual worlds, crafted to amplify a brand’s message and increase engagement with an audience.
B02 Metaverse, New Realities & Emerging Tech.
Immersive experiences that creatively push the boundaries of technology within entertainment. This could include, but not be limited to, AI, AR, VR, XR, voice technology, blockchain technology, gamification, virtual worlds, the metaverse and all other emerging platforms. Does not include prototypes of early-stage technology.
B01 Live Entertainment.
Live entertainment, including concerts, live streams, stunts and festivals held physically or within virtual worlds, crafted to amplify a brand’s message and increase engagement with an audience.
B02 Metaverse, New Realities & Emerging Tech.
Immersive experiences that creatively push the boundaries of technology within entertainment. This could include, but not be limited to, AI, AR, VR, XR, voice technology, blockchain technology, gamification, virtual worlds, the metaverse and all other emerging platforms. Does not include prototypes of early-stage technology.
C. Community
Work that focuses on the development, maintenance and nurturing of a community or fanbase.
C01 Audience Engagement/Distribution Strategy.
Audience engagement and distribution strategies that creatively and effectively further the content’s reach.
C01 Audience Engagement/Distribution Strategy.
Audience engagement and distribution strategies that creatively and effectively further the content’s reach.
D. Partnerships
Exceptional strategic partnerships between brands and entertainment entities.
D01 Brand Partnerships, Sponsorships & Collaborations. NEW
Strategic brand partnerships and collaborations that leverage branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
D02 Partnerships with Talent.
Strategic partnerships between a brand and a talent. The work will be judged on how effective and mutually beneficial the partnership was.
D01 Brand Partnerships, Sponsorships & Collaborations. NEW
Strategic brand partnerships and collaborations that leverage branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
D02 Partnerships with Talent.
Strategic partnerships between a brand and a talent. The work will be judged on how effective and mutually beneficial the partnership was.
E. Challenges & Breakthroughs
Creative and innovative work that is brought to life through deep cultural insight, regional context and progressive thinking.
E01 Diversity & Inclusion in Entertainment. NEW
Brand-led creative work that tackles and confronts disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within the entertainment industry.
E02 Innovation in Branded Content. NEW
Ground-breaking and unparalleled branded content.
E01 Diversity & Inclusion in Entertainment. NEW
Brand-led creative work that tackles and confronts disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within the entertainment industry.
E02 Innovation in Branded Content. NEW
Ground-breaking and unparalleled branded content.
F. 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 G.
F01 Film Series and Audio.
Branded film, audio and radio content, including documentaries and series, with sports at its core that aims to amplify a sports organisation’s or brand’s message.
* 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 Eurobest Award.
F02 Sports Live Experience.
Brand or sponsor integration into live sport or esport events, shows, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
F03 Metaverse, New Realities & Emerging Tech. NEW
Immersive experiences that creatively push the boundaries of technology within sport entertainment. This could include, but not be limited to, AI, AR, VR, XR, wearable tech and mobile devices, voice technology, blockchain technology, gamification, virtual worlds, the metaverse and all other emerging platforms. Does not include prototypes of early-stage technology.
F04 Fan Engagement/Distribution Strategy.
Audience engagement and distribution strategies designed to build and engage a sports-related fanbase, enhancing community activity and brand affinity.
F05 Brand Partnerships, Sponsorships & Collaborations.
Strategic brand partnerships and collaborations that leverage sports, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
F06 Diversity & Inclusion in Sport. NEW
Brand-led creative work that leverages sport to tackle and confront disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within a sport or sports-related community.
F01 Film Series and Audio.
Branded film, audio and radio content, including documentaries and series, with sports at its core that aims to amplify a sports organisation’s or brand’s message.
* 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 Eurobest Award.
F02 Sports Live Experience.
Brand or sponsor integration into live sport or esport events, shows, stunts and installations held physically or within virtual worlds, enabling a brand to provide message amplification and engage with an audience.
F03 Metaverse, New Realities & Emerging Tech. NEW
Immersive experiences that creatively push the boundaries of technology within sport entertainment. This could include, but not be limited to, AI, AR, VR, XR, wearable tech and mobile devices, voice technology, blockchain technology, gamification, virtual worlds, the metaverse and all other emerging platforms. Does not include prototypes of early-stage technology.
F04 Fan Engagement/Distribution Strategy.
Audience engagement and distribution strategies designed to build and engage a sports-related fanbase, enhancing community activity and brand affinity.
F05 Brand Partnerships, Sponsorships & Collaborations.
Strategic brand partnerships and collaborations that leverage sports, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
F06 Diversity & Inclusion in Sport. NEW
Brand-led creative work that leverages sport to tackle and confront disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within a sport or sports-related community.
G. 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.
G01 Audio-Visual Content.
Branded film, key art and audio & radio content including but not limited to trailers, documentaries, series, posters and original music content with gaming at their core which aim to amplify a brand's message or promote a new game or gaming product.
* If you are submitting a series of films, please upload all executions in a single video file with slates denoting the start of the next execution.
G02 Live Gaming Experience.
Any live gaming experience or activation that was held at a consumer or B2B event for product launch or promotion. Including but not limited to installations, festivals, conventions, product demos, pop-ups, esports competitions, virtual concerts and live performances held physically or within virtual worlds.
G03 Brand Integration for Games.
The seamless integration of a brand into a game or gaming platform, enhancing the overall gaming experience and delivering tangible business results. Including, but not limited to, one-off stunts and events, temporary environments or permanent brand installations within existing or new gaming platforms.
G04 Use of Gaming/Streaming Platforms.
Innovative use of gaming / streaming platforms to effectively promote a brand, product or service.
G05 Launch/Relaunch. NEW
Immersive gaming experiences created to launch or relaunch a game or gaming product.
G06 Community Management/Social Engagement.
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.
G07 Influencer & Co-Creation. NEW
The creative and innovative use of content creators, streamers and/or influencers to drive a brand's message and engage with a specific audience within the gaming community. This may include, but is not limited to, collaborations, sponsored content and user-generated content.
G08 Brand Partnerships, Sponsorships & Collaborations. NEW
Strategic partnerships and collaborations between gaming brands and non-gaming brands that leverage gaming experiences, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
G09 Diversity & Inclusion in Gaming. NEW
Gaming work that tackles and confronts disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within the gaming community.
G10 Innovation in Gaming. NEW
The innovative use of new or existing technology, platforms, media or channels to create branded products and content that enhance the gaming experience, comfort, performance, safety and accessibility for gamers.
G01 Audio-Visual Content.
Branded film, key art and audio & radio content including but not limited to trailers, documentaries, series, posters and original music content with gaming at their core which aim to amplify a brand's message or promote a new game or gaming product.
* If you are submitting a series of films, please upload all executions in a single video file with slates denoting the start of the next execution.
G02 Live Gaming Experience.
Any live gaming experience or activation that was held at a consumer or B2B event for product launch or promotion. Including but not limited to installations, festivals, conventions, product demos, pop-ups, esports competitions, virtual concerts and live performances held physically or within virtual worlds.
G03 Brand Integration for Games.
The seamless integration of a brand into a game or gaming platform, enhancing the overall gaming experience and delivering tangible business results. Including, but not limited to, one-off stunts and events, temporary environments or permanent brand installations within existing or new gaming platforms.
G04 Use of Gaming/Streaming Platforms.
Innovative use of gaming / streaming platforms to effectively promote a brand, product or service.
G05 Launch/Relaunch. NEW
Immersive gaming experiences created to launch or relaunch a game or gaming product.
G06 Community Management/Social Engagement.
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.
G07 Influencer & Co-Creation. NEW
The creative and innovative use of content creators, streamers and/or influencers to drive a brand's message and engage with a specific audience within the gaming community. This may include, but is not limited to, collaborations, sponsored content and user-generated content.
G08 Brand Partnerships, Sponsorships & Collaborations. NEW
Strategic partnerships and collaborations between gaming brands and non-gaming brands that leverage gaming experiences, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
G09 Diversity & Inclusion in Gaming. NEW
Gaming work that tackles and confronts disparities based on sex, sexuality, disability, age, race, ethnicity, origin, religion or other status within the gaming community.
G10 Innovation in Gaming. NEW
The innovative use of new or existing technology, platforms, media or channels to create branded products and content that enhance the gaming experience, comfort, performance, safety and accessibility for gamers.
H. Music
Original production, promotion or distribution of music for brands. Work where a recording artist or platform is creatively leveraged to communicate with consumers.
H01 Excellence in Music Video.
Exceptional examples of original music videos and interactive music videos.
H02 Brand or Product Integration into Music Content.
Relevant and symbiotic brand integration into music videos or other music content.
H03 Use of Original Composition. NEW
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.
H04 Use of Licensed/Adapted Music.
Placement of a track that has been licensed or adapted by, but not specifically created for, a brand for use in its communications. The sourcing and suitability of the music for the brand and content will be considered.
H05 Live Music Experience.
The design and production of experiences with music at the core. This may include but is not limited to concerts, stunts, installations and activations held physically or within virtual worlds.
H06 Fan Engagement/Community Building.
Strategic initiatives designed to build and engage an artist's fanbase, enhancing community activity and brand affinity.
H07 Influencer & Co-Creation.
The creative and innovative use of content creators, streamers and/or influencers to drive a brand’s message and engage with a specific audience through music. This may include, but is not limited to, collaborations, sponsored content and user-generated content.
H08 Brand Partnerships, Sponsorships & Collaborations.
Strategic brand partnerships and collaborations that leverage music, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
H09 Innovation in Music. NEW
The innovative use of music platforms and technology for a brand or artist. This could include, but not be limited to, streaming platforms, video hosting services, virtual worlds, playlist strategies, apps and wearables. Focus will be placed on the creative application of technology to enrich a brand’s content and its product or service. Does not include prototypes of early-stage technology.
H01 Excellence in Music Video.
Exceptional examples of original music videos and interactive music videos.
H02 Brand or Product Integration into Music Content.
Relevant and symbiotic brand integration into music videos or other music content.
H03 Use of Original Composition. NEW
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.
H04 Use of Licensed/Adapted Music.
Placement of a track that has been licensed or adapted by, but not specifically created for, a brand for use in its communications. The sourcing and suitability of the music for the brand and content will be considered.
H05 Live Music Experience.
The design and production of experiences with music at the core. This may include but is not limited to concerts, stunts, installations and activations held physically or within virtual worlds.
H06 Fan Engagement/Community Building.
Strategic initiatives designed to build and engage an artist's fanbase, enhancing community activity and brand affinity.
H07 Influencer & Co-Creation.
The creative and innovative use of content creators, streamers and/or influencers to drive a brand’s message and engage with a specific audience through music. This may include, but is not limited to, collaborations, sponsored content and user-generated content.
H08 Brand Partnerships, Sponsorships & Collaborations.
Strategic brand partnerships and collaborations that leverage music, branded content and entertainment to meet specific business goals and mutually benefit everyone involved.
H09 Innovation in Music. NEW
The innovative use of music platforms and technology for a brand or artist. This could include, but not be limited to, streaming platforms, video hosting services, virtual worlds, playlist strategies, apps and wearables. Focus will be placed on the creative application of technology to enrich a brand’s content and its product or service. Does not include prototypes of early-stage technology.
Looking for inspiration?
Hear from the 2023 Entertainment Jury President on why last year's Grand Prix winner was chosen.