Chase The Thrill

View the case
Brand
Nissan
Year
2014
Objective
Product Launch
Industry
Automotive
Mechanic
Arcade & Action
Platform
AR & VR
Agency
DigitasLBi Paris
With
UNIT9
With
Le Polish Bureau

Screens

15 screens

Objective

Nissan was launching the new Juke and wanted the car to be felt on its Paris Motor Show stand, not just admired on a podium. The brief was to translate the physical energy of the Juke's "Tested to Thrill" TV campaign into something visitors could experience with their own bodies, rather than a brochure or a test drive. It also fed Nissan Europe's broader positioning around "innovation that excites" — visitors come to a motor show for what's next, and here the Juke wasn't something you drove, but something you chased.

Solution

Visitors are fitted with an Oculus Rift DK2, noise-cancelling headphones and a wrist heart-rate monitor, then step onto a circular WizDish platform with custom safety rails. Inside the headset they become a rollerblading android in a neon-drenched, Blade Runner-style city, with a Juke always just ahead — and the only way to move is to slide their own feet across the platform, which the game reads as running. That running turns into a rooftop chase: jumping between buildings, sliding under obstacles, and dropping down walls and a crane arm to keep the car in sight. Their heart rate is tracked throughout, and if it spikes too high, a voice in the game tells them to slow down. At the finish, the game shows their max heart rate and completion time, so they can compare scores with friends.

How it plays

8 steps
  1. 1

    At the Nissan stand at the Mondial de l'Automobile, visitors step onto a fenced platform beside a new Juke and are fitted with an Oculus Rift DK2 headset, noise-cancelling headphones, and a heart-rate monitor, then positioned on a WizDish omnidirectional treadmill with safety rails and low-friction shoe covers.

  2. 2

    A staff member starts, pauses, and restarts the session from a handheld iPhone or iPad app, so the player never operates a control themselves.

  3. 3

    The headset drops the player into a Blade Runner-style neon city as a rollerblading android, with a Nissan Juke speeding away down the street ahead.

  4. 4

    The player runs by shuffling their feet back and forth on the platform; a contact microphone picks up the friction and converts it into forward motion, with faster shuffling producing faster running.

  5. 5

    The chase plays out vertically through the city as the player leaps between rooftops, ducks under obstacles, and slides down a crane's boom to keep pace with the Juke.

  6. 6

    Head tracking allows a full 360-degree look around, and the headset's positional tracking also registers the player leaning or crouching their body.

  7. 7

    If the player's heart rate climbs too high, an in-ear voice from a virtual companion tells them to slow down, tying the game's feedback to their real physical state.

  8. 8

    At the end of the run, the player sees their peak heart rate and completion time, both shareable for comparison against friends' scores.