In-game Branding

In-game branding as a marketing channel

In-game Branding


Cannes Creative Lions, Entrant, Creative Effectiveness Lions, 2015

This case study describes how Heineken New Zealand reinvigorated its Tui beer brand to address its declining market share.


Cannes Creative Lions, Entrant, Creative Effectiveness Lions, 2015

This case study describes how France's national state-owned railway, SNCF, attracted the attention of engineering students with a view to recruit them.


Cannes Creative Lions, Entrant, Creative Effectiveness Lions, 2015

This case study describes how Kellogg's branded snack Pringles exploited one of the top US sporting events to drive sales in Walmart and increase brand affinity.


Cannes Creative Lions, Bronze, Creative Effectiveness Lions, 2015

This case study describes how Sony launched its PlayStation 4 in the USA having lost traction and market share with its PS3.


Julia Lee and Erwin Flores , Warc Prize for Social Strategy, Entrant, 2015

This case study describes how Magnum ice cream relaunched its core variants by exploiting the social buzz of the Cannes Film Festival.


Stephen Whiteside, Event Reports, TechCrunch Disrupt NY, May 2015

This event report outlines how Oculus, a firm spearheading the virtual-reality revolution, is seeking to ensure its products can become a mass-market success.


Stephen Whiteside, Event Reports, NRF Big Show, January 2015

This event report discusses how Harrods, the iconic department store in London, is using gamification to engage consumers.


Pippa Bailey, Gareth Pritchard and Hollie Kernohan, International Journal of Market Research, Vol. 57, No. 1, 2015
Research undertaken into the role of gamification in online surveys has already clearly demonstrated that applying some gamification principles can significantly increase the richness of spontaneous data and participant engagement, as well as the time that participants take to complete a survey. It is obviously appreciated that consumer engagement is critical for ensuring completion rates, reducing boredom within survey and also for panel membership moving forward, but the primary consideration and focus when designing any research survey has to be on accessing reality for the consumer and hence data validity.

Stephen Whiteside, Warc Trends, January 2015

This article describes 'eSports', a new spectator 'sport' that revolves around video games, and explains the opportunities for sponsorship available to brands.

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