DEEPER STUDY / Sony Interactive Entertainment / PlayStation / 2017
Gravity Cat
Translate a distinctive product experience into a familiar world with one clear emotional objective.
AI-assisted research and analysis for the SNS Creative Fieldbook
Sources reviewed 7 November 2026
The original campaign creators did not write or endorse this analysis.
Original campaign credits: Hakuhodo; director Show Yanagisawa, as credited by PlayStation’s launch announcement.
Recognition: Awards records are cited as documentation; no comprehensive awards claim is made.
Launch / edition: 2017. Award years: No award claim.
The problem. The idea. The experience.
PlayStation needed to communicate the distinctive gravity-changing experience of Gravity Daze 2.
How the idea came to life
PlayStation released Gravity Cat on 12 January 2017 ahead of Gravity Daze 2. The live-action promotional film brought the game’s gravity-changing premise into an apartment with two sisters and a kitten. Hakuhodo identifies the relationship between the cat, the game and the film’s wider message.
How it reached people
Web promotional film released ahead of the game.
Supporting sources: brand announcement → agency case →
Read the data in context.
The numbers below describe different kinds of outcomes. Their date, scope and reporting source are part of the result.
Execution is documented in the cited accounts. No independently established incremental sales, behavioural or environmental result is claimed in this study.
Read the campaign story
The source-backed story begins with a game mechanic that could be difficult to communicate to someone outside the gaming audience. PlayStation’s announcement presents a web film in which an ordinary room becomes disorienting as gravity changes. It credits director Show Yanagisawa and dates the release to 12 January 2017. Hakuhodo explains that the cat also connects to the game, so the attention device is not an unrelated animal placed beside a logo.
Editorial interpretation: live action gives the imaginary rule a familiar reference frame. A viewer knows what a desk, ceiling and cup should do, so changing their relationships makes the premise legible without a tutorial. The domestic setting also provides a small emotional objective: cope with the disruption and protect the kitten. That gives the spectacle continuity rather than making it a sequence of disconnected effects.
This approach can interest people who would not voluntarily watch gameplay, but it still has to return them to the product. Enjoying an extraordinary film is not the same as understanding a game or wanting to buy it. The case is useful for studying how entertainment can translate a product’s central experience. It is not evidence that a spectacular production will improve sales, nor a model for staging unsafe effects without professional expertise.
The release timing provides another planning question: what should the interested viewer do while the product is not yet available? A useful landing page can offer accurate release information and a preview without forcing registration. Match the call to action to readiness rather than wasting curiosity on an unavailable or unclear purchase journey.
Identify the experience worth translating
A product may have many features, but a promotional story usually needs one governing rule. Decide what a person should feel or understand after watching. Then choose a familiar situation where that rule changes something observable. Resist adding every feature to the plot. For a game, the central promise might be movement, collaboration or discovery; for a service, it might be relief from uncertainty. The translation works when the audience can explain the product experience in simple language, even if the fictional scene is impossible in real life.
Give spectacle a small human objective
An impressive effect becomes easier to follow when someone wants something concrete. Establish that objective before escalating the visual disruption. Every new event should complicate or advance it, rather than merely show another production capability. Test the story as a rough storyboard without polished effects. If viewers cannot follow the stakes at that stage, expensive craft may only conceal the structural problem. A modest narrative with a clear emotional line can be more memorable than a succession of technically ambitious images that never add up to an experience.
Preserve an honest bridge to the product
Provide a next step that shows the actual product in use. Make the distinction between promotional fiction and functional demonstration clear. For entertainment products, audiences may welcome exaggeration, but they still need to know what they can buy and how it differs from the film. Measure whether attention transfers to the correct title and central experience. Include viewers unfamiliar with the category, because experts may supply missing context automatically. Do not assume that recognition of the character, celebrity or animal means the product has been understood.
A small test for another brief
Proposed adaptation: an independent game team could build a short, original animation around one mechanic and one simple goal, using a clearly fictional environment. Create a rough version before commissioning finished art. Show it to people outside the game’s community and ask what they think playing would involve. Then show a brief, unedited gameplay segment and ask whether the promise matches. Compare that sequence with gameplay alone. Use no live animal, risky stunt or imitation of the original film’s protected characters. The test is whether the translation invites useful curiosity while accurately preparing someone for the real experience.
Measure unaided title recall, understanding of the central mechanic, interest in actual gameplay and any mismatch between the promotional promise and the product.
Revise if viewers remember only the spectacle, infer features the product lacks or require production risks beyond the team’s professional capability.
Sources & further reading.
These are educational analyses of external campaigns, not SNS client projects. Source-backed details, editorial interpretation and proposed tests are distinguished. Campaign reports are not independent causal audits.
- PlayStation Japan: Gravity Cat launch announcement →brand announcement · Supports: 12 January 2017 release, game relationship, film premise and director.
- Hakuhodo: Gravity Cat →agency case · Supports: Creative rationale, live-action world and narrative framing.