
Hide-and-Seek
Influencer MarketingAKQA built a game for Proximus that Belgian teenagers could only win by staying offline, and the agency reports 1.3M interactions across Snapchat, TikTok and Meta.
Case in 60 seconds
Smartphones have become increasingly addictive and parents are losing a constant battle against teenage screen time, while schools across Belgium's Flanders region enforce smartphone bans, so the line between healthy use and obsession had broken.
The campaign appears to turn on the reading that teenagers respond to a dare rather than a restriction, because a ban arrives from adults while a game arrives from peers and carries a prize.
Outsmarting the screen: an online game that could be won only by going completely offline, with an incoming text message from Proximus set as a deliberate trap that players had to evade.
Youth influencers promoted the challenge across social, DOOH and online video carried it, and teens registered on a platform AKQA built, logging participation and submitting the offline stories that won prizes.
AKQA reports 1.3M interactions throughout social media including Snapchat, TikTok and Meta, 60% of players staying offline during the challenge, 46% of participants registering via influencers and a 15% increase in brand perception.
Strategy Breakdown
Creative & Execution System
Assets & channels
- TikTok
- Snapchat
- Other
Partners
- AKQA
- SILK
Participation mechanic
- Teens signed up on the Proximus platform, went completely offline, evaded a text message sent as a trap, logged their participation and submitted creative accounts of what they did instead.
Results & Evidence
| Metric | Value |
|---|---|
| Interactions Throughout Social Media | 1.3M Interactions throughout social media including Snapchat, TikTok and Meta |
| Players That Stayed Offline | 60% Players that stayed offline during the challenge |
| Participants Registered Via Influencers | 46% Participants registered via our influencers |
| Increased Brand Perception | 15% Increased brand perception |
| Youngsters Engaging With Social Content | 40% Youngsters that engaged with our social content introducing the challenge |
| Players Claiming They Reconnected | 50% Players claiming they reconnected with nature, family and friends, and became more productive |
Why AKQA's strategy worked
- 1
A telecom brand can argue for less screen time without arguing against itself, because Proximus attached the message to a game it ran rather than to a restriction imposed by schools or parents.
- 2
Influencer partners appear to work hardest at the registration step rather than the awareness step, since AKQA reports 46% of participants registering via influencers while 40% of youngsters engaged with the social content.
- 3
Asking participants to document an absence gives a campaign evidence it could otherwise not collect, which is how the work produced self-reported claims such as 50% of players reconnecting with nature, family and friends.


