Gamer Mealtime Campaigns

Telia's Dinner Assassin Helps to Get Teens to the Dinner Table

Getting a teen gamer unglued from the screen before dinner is a battle at the best of times, but when they're deep in high-action gameplay, a call to the table might as well be background noise, so Norwegian telecommunications provider Telia created the Dinner Assassin.

For this campaign, Telia teamed up with Emil Bergquist Pedersen, AKA Nyhrox, a former Fortnite world champion, so that parents can submit their child's gamer tag in Fortnite and have Nyhrox take out the player. With Fortnite’s Creative mode, players are invited into a private 1v1 match, and rather than forcing kids to shut off their game or have caregivers resort to turning off the Wi-Fi, the Dinner Assassin puts an end to gameplay by doling out losses.

Gamified Parental Interventions
A new class of products embeds game-like mechanics into household routines to make transitions such as mealtime feel playful rather than punitive.
Influencer-powered Service Interruptions
Campaigns leveraging prominent gamers or creators to mediate user behavior create expectations for branded, personality-driven interruptions within digital experiences.
Contextualized Digital Interruptions
Systems that detect real-world events and inject context-aware nudges into apps enable interruptions that align with social norms and timing.

Where This Applies

Telecommunications
Network operators can provide differentiated parental-control features that orchestrate in-band service adjustments tied to partnered content or personalities.
Gaming Platforms
Matchmaking and server tools present opportunities to support sponsored micro-events that conclude sessions in ways acceptable to players and caregivers.
Smart Home and Family Tech
Connected-home ecosystems that synchronize devices, schedules, and user profiles could enable coordinated, noninvasive transition cues across screens and household hardware.
SCORE
6.5 out of 10
GENDER
90% Men10% Women
MARKETTop markets: Europe
GENERATION
  • Gen Alpha
  • Millennial
  • Gen X
  • Gen Z (primary audience)
POPULARITY
Popularity 50%
Activity 60%
Freshness 85%