London Design Design Of the Year

2026

Game for Peace 2025 Thrilling Night Grand Show

Entrant

Tencent Technology (Shenzhen) Company Limited

Category

Communication Design - Campaigns / Advertising

Client's Name

Country / Region

China

As the gaming market shifted from expansion to efficiency, Game for Peace faced fragmented attention and event homogenization. With traditional advertising losing impact, the team aimed to transcend their inaugural "Stimulating Night" benchmark. The goal: transform a standard skin return event into a cultural super-IP that drives both commercial explosion and brand longevity for this seven-year flagship.

Pioneering the industry’s first "Runway x Marketplace" fusion, the event created a gaming "Singles' Day" and "Artistic Gala." Shifting from price to "meaning-driven" consumption, it redefined 100+ skins as identity expressions across nine "Peace Styles." By blending all-star cosplays, esports, and top-tier visuals, the project broke the barrier between digital assets and reality, establishing a seamless "watch-and-buy" loop that combined blockbuster returns with new launches to drastically accelerate conversion.

Execution followed an innovative end-to-end framework: Curation (70% classic returns + 30% premium new launches); Seeding (leveraging all-stars and top streamers to mobilize over 70% of ecosystem creators for organic content); The Show (featuring a unique double-sided runway and immersive interactions that turned gameplay moments into cultural spectacles); and Amplification (integrating cross-industry partnerships with Sanya tourism and Harper’s Bazaar, while using short-video trends to dictate stage design). This approach ensured efficient traffic flow from public virality to private community retention.

The 2025 "Stimulating Night" achieved historic dual peaks in activity and revenue. Commercially, single-day revenue hit the Top 3 in the game’s six-year history (a 3.23x year-over-year increase), topping both best-selling and active user charts for five consecutive days, while summer DAU peaked at a record high (+12%). In terms of reach, the event generated 377 trending topics across platforms, over 6.67 billion total discussions, and 173 million live stream views, breaking multiple platform records for gaming content. Efficiency-wise, these results were achieved with a 29% reduction in marketing spend compared to the previous year. The project successfully validated the "Runway x Marketplace" model, evolving Game for Peace into a sustainable super-IP and setting a new paradigm for operations in the mature gaming era.

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