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CeraVe x L'Oréal x ReachPlayers Gaming Campaign

CeraVe and L'Oréal|ReachPlayers|2025

The hardest skincare consumer to convert isn't the skeptic — it's the teenager who hasn't yet decided that skincare is relevant to them. CeraVe and L'Oréal identified a structural problem: clinical authority, the brand's core equity, is precisely what alienates audiences who haven't yet developed a health-conscious identity. The solution, developed with ReachPlayers, wasn't to soften the clinical message but to recontextualise it — embedding dermatologist-endorsed skin health education as playable missions inside Roblox and Minecraft. Players completed escalating challenge structures where understanding concepts like moisture barrier protection and gentle cleansing routines unlocked gameplay progression, items, or environmental rewards. The mechanic matters because it exploits something passive advertising cannot: completion motivation. A teenager will read a skincare claim and skip it; the same teenager will absorb the same information to advance a level. This is why the dwell time figure — 6.3 minutes averaged across 1.5 million unique players — is the campaign's most significant data point. No pre-roll format approaches it. The 17% brand awareness lift and 9.7% increase in 'doctor-recommended' trust perception confirm something more precise than 'native works': interactive education builds clinical credibility with Gen Z more effectively than certification claims because it converts understanding into action, however small, within the session itself. The broader strategic lesson is platform-specific. Roblox and Minecraft aren't youth-adjacent channels — they're identity-formation environments. Brands that show up there as participants, not advertisers, earn a different category of recall.

1,501,000

Unique Players

6.3 minutes

Average Engagement Time

1,501,000

Impressions

200

TikTok Videos by Players

422 days

Combined Playtime

17%

Brand Awareness Uplift

10%

Intent to Purchase Increase

9.7%

Trust Increase (doctor recommended perception)

8%

Recommendation Intent Increase

Credits

Michael Anav

CEO — ReachPlayers

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