The SpongeBob Movie
How SuperAwesome x Paramount delivered an award-winning, global in-game adventure with local fan impact.
π Location: Global (22 markets)
The Challenge
Paramount faced a complex challenge in a crowded holiday entertainment landscape. The core βvillainβ here was not just competition, but the difficulty of modernizing a legacy IP for a new generation.
- Re-igniting Fandom
- Fragmented Attention
- Local Relevance at Scale
The Solution
To engage teens effectively, SuperAwesome deployed an insights-driven strategy powered by Awesome Intelligence, our audience data and recommendation platform.



Execution
Part 1: Re-igniting Fandom with UGC
Research showed that fans wanted to participate. We distributed 25,000 exclusive UGC items, turning players into walking billboards who carried the fandom into other games.
Results
The Ecosystem Approach:
- Scale: 225 million total engagements (vs. 186M goal) and 80 million visits (vs 55M goal), as well as 13M billboard impressions
- Active Play: Players spent 121,000 hours in the Obby. They didn’t just watch; with 2.9 million starts, they actively participated. +23K in-game items & UGC items claimed
- Retention: The “Ultimate” UGC items sold out in the first week, proving the “cross-game hunt” strategy successfully drove players across the ecosystem.
The Age-Specific Design: Our decision to tailor creative to developmental stages paid off.
- Filmstrips: Achieved a 19.4% Engagement Rate (vs. 7% benchmark).
- Animated Pre-Rolls: Achieved a 78% Video Completion Rate (vs. 70% benchmark).
- YouTube Trueview: Achieved a 58% View Rate (vs. 40% benchmark)
Fan Sentiment:
- βBro, I’m so incredibly excited! I’m definitely going to the movies!β
- βOh wow, I played that yesterday with my friends too!β
- βI’m so hyped for the movie!πππβ
- βI’m going to the movie πππππππβ₯οΈβ

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