Seara's Mind Player activation used EEG brainwave technology at CCXP25 in Brazil to let gamers control on-screen characters hands-free while eating snacks.
Seara Mind Player Turns Brain Waves Into a Gaming Snack Experience
Seara's Mind Player is a 2026 experiential activation created by Druid Creative Gaming that uses EEG brainwave technology to let gamers control on-screen characters through concentration alone, freeing their hands to eat snacks during play.
Seara is a leading Brazilian food brand with more than 65 years of history, owned by JBS S.A.. The brand built Mind Player around one of the most persistent tensions in gaming culture: the conflict between staying in the game and stopping to eat. The solution it arrived at is as technologically ambitious as it is strategically clear. By harnessing electroencephalography technology — a system developed in partnership with technical partner Leafbone that reads concentration levels through brain waves — the activation allowed players to move characters and make in-game decisions without touching a controller, leaving both hands free for Seara's snacks.
The initiative is part of Seara's partnership with Netflix and draws direct inspiration from the streaming platform's iconic series Stranger Things, most notably its depiction of telekinetic protagonist Eleven. In Brazil, this cultural alignment proved immediately legible to audiences already primed by the series. The campaign's launch mechanics combined an influencer teaser strategy with a large-scale physical installation, making it a fully integrated media campaign that moved across digital, experiential, and entertainment verticals. Licensed products featured in the activation included Chicken Fire Club, Stranger Pizza Cheese, and Stranger Pizza Pepperoni — Seara lines developed specifically within the Stranger Things licensing framework. The Mind Player activation earned a Clapboard Score of 76 out of 100, reflecting strong marks for technology integration, cultural relevance, and creative originality.
Seara identified a genuine behavioural tension within Brazil's gaming community. Competitive and casual gamers alike resist pausing mid-session, and snacking during play is both common and physically awkward when hands are occupied by a controller. This insight gave Mind Player its strategic foundation: rather than advertising around gaming, Seara intervened directly inside it.
Brazil's gaming market is among the largest in Latin America, and the country's pop culture convention ecosystem reflects that scale. CCXP — the Comic Con Experience held annually in São Paulo — drew around 300,000 attendees at its 2025 edition, according to adsoftheworld.com, making it the world's largest pop culture event and an ideal environment for a high-visibility experiential play. Seara's decision to anchor the activation at CCXP25 rather than a conventional food or retail event signals a deliberate repositioning of the brand within entertainment and technology culture, not just food and drink.
In Brazil, the processed poultry and snack category is an expanding competitive space. Rivals such as Sadia — also owned by BRF — and Perdigão compete directly with Seara for shelf space and brand salience among younger consumers, according to market reporting by Meio e Mensagem. Seara's strategy with Mind Player, and its earlier long-running brand platform 'Tá na Cara que é Seara' launched in 2022 with agency WMcCann, demonstrates a consistent appetite for high-production, culturally anchored campaigns, according to Seara Com Br. What distinguishes Mind Player within Seara's lineage is its pivot from broadcast-first storytelling toward technology-led, participation-first creativity — a shift that reflects broader industry movement in Brazil toward integrated media and experiential formats in 2026.
Mind Player's creative execution rests on two interlocking pillars: the technical credibility of EEG-enabled interaction and the aesthetic authority of Stranger Things as a cultural property. Neither pillar works without the other.
Druid Creative Gaming engineered the experience so that a participant wearing an EEG headset could concentrate to generate measurable brain-wave input, which the system — built in collaboration with technical partner Leafbone — translated into real-time on-screen character movement. This is not a simulation of mind control; it is a functional, if simplified, application of neurofeedback technology applied to a gaming context. The precision required to make this feel intuitive rather than frustrating for a convention audience represents a significant production challenge, and the reported figure of more than 1,500 participants completing the experience at CCXP25, according to adsoftheworld.com and dandad.org, suggests the interaction threshold was successfully calibrated for a broad public.
The physical environment built at CCXP25 recreated Hawkins National Laboratory — the fictional government facility central to Stranger Things — complete with what the brand described as a mysterious atmosphere and a distinctly geek aesthetic, according to clapboard.com. This set design choice elevated the activation from a product demonstration into an immersive film-adjacent environment, reinforcing the Netflix partnership at a sensory level. Rafael Hessel, Executive Creative Director at Druid Creative Gaming, described the ambition as giving gamers the feeling of being more connected to the worlds of the series they love, as reported by adsoftheworld.com and dandad.org. Tannia Fukuda Bruno, Marketing Director at Seara, framed the activation as bringing cutting-edge technology together with products designed for the fast-paced rhythm of gamers, according to clapboard.com. The campaign also engaged Brazilian gaming influencers Gaules, Tettrem, Alice Gobbi, and Tuitabi in a teaser video that preceded the CCXP installation, extending the creative work across VFX-assisted digital content and integrated media distribution.
Mind Player generated verifiable audience engagement at scale. More than 1,500 people used the Mind Player experience directly at CCXP25 in São Paulo, according to adsoftheworld.com, clapboard.com, and dandad.org — a substantial participation rate for a technology-dependent experiential installation operating within a three-day convention environment.
The campaign's industry footprint in 2026 extends across two significant awards programmes. Mind Player was listed in the Gaming and Virtual Worlds category at D&AD 2026, with Druid Creative named as agency and Seara, JBS Brasil, and Netflix named as partners, according to dandad.org. No Pencil award level or winning status has been verified at the time of publication. The campaign was also named a Brazil finalist at the Effie Awards 2026 under the title 'Seara Mind Player: Jogando com a mente pra comer sem pausar', according to the Effie Awards database; no category, award level, or win status has been confirmed. Both listings place the campaign within a competitive peer set of internationally evaluated work, lending external validation to its strategic and creative ambitions.
No broader sales, digital reach, or media impression figures for Mind Player are publicly available beyond the participation data above. Structurally, however, the campaign achieved meaningful integration across experiential, influencer, film, and licensed product verticals simultaneously — a combination that maximises brand touchpoints without relying on any single channel. The Clapboard Score of 76 out of 100 reflects this breadth: strong performance in technology integration and cultural alignment, with room for deeper measurability to push the score higher in future iterations.
Mind Player is a 2026 experiential activation by Seara and Druid Creative Gaming in Brazil. It uses EEG brainwave technology to let gamers control on-screen characters through concentration alone, freeing both hands to eat snacks. The initiative was inspired by Netflix's Stranger Things and launched publicly at CCXP25 in São Paulo.
The EEG system captures concentration levels through brain waves via a wearable headset. Built with technical partner Leafbone, it translates that neural input into real-time on-screen character movement, requiring no physical controller. Participants at CCXP25 could navigate in-game decisions entirely through focused thought while keeping their hands free.
Seara invited four of Brazil's prominent gaming figures for the Mind Player teaser video. Gaules, Tettrem, Alice Gobbi, and Tuitabi each experienced the EEG activation and demonstrated its hands-free gameplay in content released ahead of the CCXP25 installation in São Paulo in December 2025.
Mind Player was listed in the Gaming and Virtual Worlds category at D&AD 2026, according to dandad.org, with Druid Creative as agency. It was also named a Brazil finalist at the Effie Awards 2026, according to the Effie Awards database. No Pencil level or Effie win status has been publicly confirmed at time of publication.
More than 1,500 people used the Mind Player installation directly at CCXP25 in São Paulo, according to adsoftheworld.com, clapboard.com, and dandad.org. The event itself drew around 300,000 attendees in December 2025, according to adsoftheworld.com, making it the world's largest pop culture convention.
Seara featured three licensed snack products within the Mind Player activation: Chicken Fire Club, Stranger Pizza Cheese, and Stranger Pizza Pepperoni. All three products sit within Seara's Stranger Things licensing framework, developed in partnership with Netflix, and were positioned as ideal hands-free snacks for gamers during active play sessions.
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