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Engagement Begins at Home

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- pet health insurance
Engagement Begins at Home

Joanna, you are also spot on. Hopefully agencies, like your new home at TracyLocke, will listen to the advanced troops: creative people like yourself, and work via a new process, building teams that include account, media and planning, and firmly engage the New Marketing. Fingers crossed.

- Steve W.
Engagement Begins at Home

You are spot on. The marketing community needs to stop the hype and just execute better campaigns that build and unite communities that they are so desperately trying to engage with a 30 sec. ad.

Furthermore, female gamers do not want to be talk down to, or blatantly advertised to. As a female gamer and marketer, I want you to engage me in a story that I can follow, contribute to and make my own.

- Joanna Pena-Bickley
Moving on...

congrats Steve. a great note. i know campfire's going to be a great success and you'll help it considerably by concentrating 100% on it. I mean it with the utmost of respect that you're the industry's greatest geek, I've been saying it for years.

- dave rolfe
Moving on...

Check out a preview of our new Ponntiac Solstice in action in Second Life:

http://www.youtube.com/watch?v=evR8mrtiCjE

- Campfire Steve
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Case studies
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Beta 7
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Beta 7

Watch the campaign film for more info (11:25)


Challenge.
Launch a new console video football game in a market dominated by EA Sports Madden NFL football.

Target. Young men ages 12-25 who are video game enthusiasts and football fans.

Solution. Campfire created a three-month live story around one man’s battle to stop SEGA from releasing a dangerous video game, SEGA ESPN NFL Football 2K4. A beta tester for ESPN/SEGA’s new video football game, our protagonist, Beta-7, finds himself passing out and tackling innocent people randomly. Getting no response from SEGA, he launches a campaign through Web sites, message boards, blogs and other media to tell the world that this soon-to-launch video game may be hazardous to your health and well-being. And SEGA fights back...

Media. Consumers engaged with the immersive entertainment experience through guerilla web sites, viral videos, and real world events.

Results.
» The campaign was launched in the middle of 2003 and ran for three months
» Overall 2,225,000 people participated the elements of the campaign
» Average sticky time was 10 minutes 55 seconds
» Despite a late start against industry leader EA, Sega exceeded sales expectations in 2003 by 25% and doubled sales in 2004.
» The Beta-7 campaign won major awards at the Andy Award’s, One Show, The Clios, The Art Director’s Club, as well as an unprecedented three Yahoo! Big Idea Chair Awards.

 

 

 


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