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Paper
1.
EA Sports - FIFA Football Talent
Sponsorship Works, 2007, pp.203-210
FIFA Football was launched in 1994, at which point EA Sports identified that 'talent' would be the key communications driver. While each game has improved technologically, making players like Wayne Ro ...

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Read: 2 times
Paper
2.
Forum - Ethnography within consumer research: a critical case study of Consumer Film Festivals
Lorne McMillan and Brenda Ng, International Journal of Market Research, Vol. 49, No. 6, 2007, pp.707-714
This paper describes an ethnographic research study conducted for Microsoft's Gaming Division across seven countries, among teens and young adults who play PC and console video games. Both the researc ...

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Read: 25 times
Award-winning case study
3.
Microsoft Xbox 360 - Gears of War
Euro-Effies, Silver winner, 2007
Gears of War - an action-shooter computer game based upon the anti-hero figure of Marcus Fenix - was launched globally in November 2006 on Microsoft's Xbox 360. One of the main objectives of the launc ...

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Read: 269 times   |   User rating:
Award-winning case study
4.
Sony PlayStation - 88
Integrated Marketing Communications Council Europe, Bronze, IMC European Awards 2007
Parents and grandparents don't often buy PS2 games for their children and grandchildren, considering them to be anti-social and too violent. PS2 had an image of hardcore gaming, but now that gaming is ...

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Read: 39 times
Case Study
5.
Sony Corporation: Fun, Anyone? campaign
Candice Mancini, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.1523-1529
Games consoles, the electronic devices that play video games, became big business after their introduction in the 1970s. Originating with Nintendo and Sega, the gaming industry was lucrative from the ...

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Read: 168 times
Case Study
6.
Sega of America, Inc. & Take-Two Interactive Software, Inc.: Beta-7 campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.1497-1500
When Electronic Arts (EA) held the position as the world's largest independent video game publisher in 2003, a bilateral effort was made by Take-Two Interactive Software and Sega of America to ...

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Read: 41 times
Case Study
7.
Microsoft Corp.: It's Good To Play Together campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.1001-1007
Xbox, a video-game unit of the Microsoft Corp., was introduced in 2001, and within two years it had established its brand as a high-end video-game manufacturer. After passing Nintendo Company, Ltd., i ...

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Read: 132 times
Case Study
8.
Cyan Worlds Inc.: Riven campaign
Susan Risland, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.379-382
An advertising campaign that used spectacular screen shots from Riven: The Sequel to Myst helped make the product the leading computer game in the United States within two months of its release. Riven ...

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Read: 11 times
Paper
9.
Game on or game over?
Vikki Seaton, Admap, June 2006, Issue 473
Gaming has often been seen as the preserve of teenagers, as is often blamed for rising obesity levels. In this article, MediaLab's Vikki Seaton looks at the possible future of the gaming industry. Inc ...

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Read: 110 times
Paper
10.
Digital Convergence - A new approach using retail audit data
Claude Foch, ESOMAR, Conference on Digital Futures, Paris, March 2005
The paper describes an example of a business application created from an existing retail audit panel by combining the data and on a transversal axis, expanding the scope used in traditional retail aud ...

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Read: 25 times
Case Study
11.
Nintendo - Even art direction needs direction
Owen Dowling and Laurence Horner, Account Planning Group (UK), Gold, Creative Planning Awards 2005
This article discusses how the agency for Nintendo developed a way of branding the diversity of its magazine advertising. The trick was to suck gamers into the fantastical and playful detail of the Ni ...

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Read: 32 times
Award-winning case study
12.
Microsoft Xbox - It's good to play together
New York American Marketing Association, EFFIE Awards, 2005
Microsoft, with zero console gaming heritage or credibility, had no right to succeed in a category dominated by the all - powerful brands of Sony Playstation and Nintendo. Despite being late to market ...

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Read: 109 times
Award-winning case study
13.
Saturn - Stingy is sexy
EURO-Effies, 2003
The objectives of this campaign were to increase awareness, develop the profile and increase turnover for this consumer electronics product being marketed marketed in Germany and Austria. The creative ...

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Read: 14 times
Award-winning case study
14.
Nokia Game
EURO-Effies, 2003
Nokia Game is an annual event whose primary goal is to connect people to the brand and to each other.. The main commercial objectives are described as improving brand image and loyalty whilst improvin ...

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Read: 73 times
Award-winning case study
15.
Nintendo Gameboy Advance Launch
EURO-Effies, 2003
This case study outlines how a campaign was developed to give Gameboy Advance a less 'kiddie' image and develop a social cachet among late teenagers. The creative strategy is described as conveying an ...

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Read: 55 times
Award-winning case study
16.
Xbox Launch
Communication Agencies Association of New Zealand, Gold, Advertising Effectiveness Awards, 2003
Launching and consequently marketing Xbox in New Zealand was always going to be a challenge. PlayStation and PlayStation 2 dominated the market and Microsoft did not share in the consumer heritage of ...

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Read: 110 times
Paper
17.
From the client side: with Neil Thompson
Delwyn Swingewood, Admap, October 2002, Issue 432, pp.11-12
This interview with Neil Thompson, Microsoft's European marketing director covers the launch of their new product Xbox. The major issues facing marketers are discussed which he sees as demonstrating ...

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Read: 18 times
Paper
18.
Segmenting the Games Market
Al King, Admap, April 2001, Issue 416
Describes a segmentation study by Continental Research for Electronic Arts (EA), the world's largest publisher of PC games. Cluster analysis was used to identify the key segments, producing six cluste ...

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Read: 52 times
Award-winning case study
19.
Sony Playstation
EURO-Effies, 2000
Eighteen months after the introduction of Play Station, Nintendo 64 was launched. The contest was ill matched, since Nintendo from a technical point of view was much better than Play Station. The ba ...

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Read: 61 times
Case Study
20.
Sega Europe - Dreamcast
Dan Izbicki, Account Planning Group (UK), Highly commended, Creative Planning Awards, 1999
This paper describes the planning for the Sega 'Dreamcast' games console campaign, which sought to recapture the market leading position which Sega had achieved with the 'Megadrive' (and subsequently ...

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Read: 16 times
Case Study
21.
Playstation
Neil Hourston, Account Planning Group (UK), Creative Planning Awards, 1999
This paper describes the planning for the Sony Playstation's wider branding campaign, 2 years after its launch in 1995 at a time when the market was set to grow beyond the niche gaming fraternity. Th ...

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Read: 61 times
Case Study
22.
Sony PlayStation
Account Planning Group (UK), Creative Planning Awards, 1997
Sony PlayStation's strategy evolved from a launch platform in 1995 that was purely functional and product based to a direction that encapsulated the entire usage experience. The competitors as well as ...

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Read: 37 times
Case Study
23.
Sega TV: 'Hi-jacking the medium'
Account Planning Group (UK), Creative Planning Awards, 1993
Games console maker Sega was launching an add-on Mega CD to its Megadrive hardware that enhanced the visual quality of games play. The advertising needed to reinforce the brand identity in addition to ...

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Read: 10 times


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