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we’re serious about games
1. GLOCAL GAMING
  • Meet the team
  • Our creative strategy



  Outline
                            2. MONSTERS
                              • The game
                              • The concept


                            3. BRAND & PROMOTION
                              • Marketing strategy
Prerita and Tina        Alice
                            Market Research Team   Art Director




we’re serious about games
                            Chrissy     Nina and Ahmed
                             Game           Marketing and
                            Developer       Creative Team
CREATIVE
STRATEGY
MARKET
RESEARCH
Console games
global top 10 | Age 12-25
APPS & SOCIAL
   GAMES
‘serious’
  games
incorporates
                   U2’s music     glocal
   simple simple                  appeal
   simple!
                                           fun and
                                           funky
socially
interactive
                                      raises
                                      awareness
 role play                            of & helps to
                                      prevent
online and                            child
app-based                             trafficking
Game = a fun platform
from which to introduce
young people the
serious issue of child
trafficking

•   Simple graphics
•   Fun fonts
•   Colourful buttons
•   Clear message
Interconnectivity built in

• Compare your score
  with your friends and
  others around the
  world
• Challenge other players
• Invite your social
  network friends to play
  the game
• Your scores are shared
  on your Facebook
  wall/Twitter feed
The musical reward

                   • Each level brings you
                     closer to winning a free
                     U2 track to download
                   • Tracks from other
                     international artists will
                     also be featured
Download your      • Because the audiences
                     may be unfamiliar with
free music track     U2, the emphasis is on
                     free music
Not quite like in the movies, of
                    course.

                    But there are real-life people
                    around the world who are after
                    children’s body parts to sell.

                    In   Mexico,   there are believed
                    to be at least  17    clinics that
                    deal in children’s organs


                    Help make it stop
            www.u2againstmonsters.com
  Join the petition against organ trafficking here
 Find out more about the real life MONSTERS:

www.u2againstmonsters.com
Target audience
• Age: 12-16 years
• Location
   1. Developing economies
       (India, China, Brazil etc)
   2. Developed nations
       (Western Europe, America
       etc.)
• Socially networked and
  computer-savvy
• Some access to internet or
  mobile technology (not
  necessarily at home)
• Love of gaming!
creates a       raises
community      global
            awareness
                 of CT


            Introduces
    cool    U2 to a
      +     new
  funky     audience
BRAND AND
PROMOTION
Brand values    Brand
                 personality
    POSITIVITY
  MOTIVATION     POSITIVE

  ENTHUSIASM     STRONG
       CHILD
  ORIENTATED     FUN YET
                 EARNEST
GLOCALISATION
   GATHERING     FUNKY

      HUMAN      NOT AFRAID TO
                 BE DIFFERENT
      WILL TO
     SUCCEED
                 BRIGHT AND
TRIUMPH OVER     HAPPY
    INJUSTICE
  CONFIDENCE     MUSIC LOVING

HUMAN RIGHTS     GLOCAL
Online PR
Online
advertising
ONLINE INFLUENCERS &
GAMING         SOCIAL SITES      THOUGHT LEADERS




Online platforms
   to target


   CHARITIES
    & NGOs                    MUSIC ORIENTED
The website
offline
BILLBOARD
BILLBOARD
billboard
BILLBOARD
BUS
BILLBOARD




     www.U2againstmonsters.com
BILLBOARD




     www.U2againstmonsters.com
Merchandising




       www.U2againstmonsters.com
BILLBOARD




    www.U2againstmonsters.com
BUS

 www.U2againstmonsters.com
mugs




WWW.U2againstmonsters.com
BACK   FRONT
toys
Gaming
magazines
Xbox

MONSTERS are coming...
The
international
   monsters
  relay race
GAME
VIDEO
References
•   http://apps.facebook.com/theguardian/technology/2011/may/13/farmville-lady-gaga-gamers-facebook
•   ‘Consumers trust real friends and virtual strangers the most’
     –    http://blog.nielsen.com/nielsenwire/consumer/global-advertising-consumers-trust-real-friends-and-virtual-strangers-the-most/
•   Social game marketing musings and stats e.g.
     –    Around 80% of the women who play social media games clicked on ads or signed up for promotional features in return for
          points and virtual currencies
     –    http://blog.socialmaximizer.com/social-media-marketing-in-the-world-of-online-gaming/
•   Brands building an increasing presence within social games
     –    We saw it a little earlier this year when Zynga and Lady Gaga teamed up to produce GagaVille—where visitors to the
          neighboring FarmVille landscape could get a first listen to the artist’s new album (U2!)
     –    http://www.business2community.com/marketing/social-game-based-marketing-breeds-success-062192
•   Success of social game marketing
     –    http://www.business2community.com/marketing/social-game-based-marketing-breeds-success-062192
•   Case study of Tetris as a ‘slow burning’ social gaming success:
     –    http://www.insidesocialgames.com/2011/11/14/tetris-battles-slow-burn-on-facebook-proves-brands-staying-power-on-the-
          platform/
•   Great stats on popularity of social gaming (mostly America-centric)
     –    http://thesocialcustomer.com/samuel-f-parent/38726/performance-indicators-social-games
•   Measuring success in DAU/MAU
     –    http://techcrunch.com/2009/10/29/how-to-measure-the-true-stickiness-and-success-of-a-facebook-app/
•   Tips for Online PR
     –    http://www.toprankblog.com/2006/04/tips-for-online-pr/
     –    http://www.contentandmotion.co.uk/blog/free-cut-out-and-keep-guide-to-online-pr/ (diagram accompanied by explanatory
          notes)
•   Top 15 Gaming websites
     –    http://www.ebizmba.com/articles/video-game-websites
•   Top websites for 12-17 year-olds
     –    http://www.readwriteweb.com/archives/most_popular_websites_for_kids.php
•

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MONSTERS | Serious Game Marketing Strategy

  • 2. 1. GLOCAL GAMING • Meet the team • Our creative strategy Outline 2. MONSTERS • The game • The concept 3. BRAND & PROMOTION • Marketing strategy
  • 3. Prerita and Tina Alice Market Research Team Art Director we’re serious about games Chrissy Nina and Ahmed Game Marketing and Developer Creative Team
  • 6. Console games global top 10 | Age 12-25
  • 9. incorporates U2’s music glocal simple simple appeal simple! fun and funky socially interactive raises awareness role play of & helps to prevent online and child app-based trafficking
  • 10.
  • 11. Game = a fun platform from which to introduce young people the serious issue of child trafficking • Simple graphics • Fun fonts • Colourful buttons • Clear message
  • 12. Interconnectivity built in • Compare your score with your friends and others around the world • Challenge other players • Invite your social network friends to play the game • Your scores are shared on your Facebook wall/Twitter feed
  • 13.
  • 14. The musical reward • Each level brings you closer to winning a free U2 track to download • Tracks from other international artists will also be featured Download your • Because the audiences may be unfamiliar with free music track U2, the emphasis is on free music
  • 15. Not quite like in the movies, of course. But there are real-life people around the world who are after children’s body parts to sell. In Mexico, there are believed to be at least 17 clinics that deal in children’s organs Help make it stop www.u2againstmonsters.com Join the petition against organ trafficking here Find out more about the real life MONSTERS: www.u2againstmonsters.com
  • 16. Target audience • Age: 12-16 years • Location 1. Developing economies (India, China, Brazil etc) 2. Developed nations (Western Europe, America etc.) • Socially networked and computer-savvy • Some access to internet or mobile technology (not necessarily at home) • Love of gaming!
  • 17. creates a raises community global awareness of CT Introduces cool U2 to a + new funky audience
  • 19. Brand values Brand personality POSITIVITY MOTIVATION POSITIVE ENTHUSIASM STRONG CHILD ORIENTATED FUN YET EARNEST GLOCALISATION GATHERING FUNKY HUMAN NOT AFRAID TO BE DIFFERENT WILL TO SUCCEED BRIGHT AND TRIUMPH OVER HAPPY INJUSTICE CONFIDENCE MUSIC LOVING HUMAN RIGHTS GLOCAL
  • 20.
  • 21.
  • 24.
  • 25. ONLINE INFLUENCERS & GAMING SOCIAL SITES THOUGHT LEADERS Online platforms to target CHARITIES & NGOs MUSIC ORIENTED
  • 32. BUS
  • 33. BILLBOARD www.U2againstmonsters.com
  • 34. BILLBOARD www.U2againstmonsters.com
  • 35. Merchandising www.U2againstmonsters.com
  • 36. BILLBOARD www.U2againstmonsters.com
  • 39.
  • 40. BACK FRONT
  • 41. toys
  • 44.
  • 45. The international monsters relay race
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 56. References • http://apps.facebook.com/theguardian/technology/2011/may/13/farmville-lady-gaga-gamers-facebook • ‘Consumers trust real friends and virtual strangers the most’ – http://blog.nielsen.com/nielsenwire/consumer/global-advertising-consumers-trust-real-friends-and-virtual-strangers-the-most/ • Social game marketing musings and stats e.g. – Around 80% of the women who play social media games clicked on ads or signed up for promotional features in return for points and virtual currencies – http://blog.socialmaximizer.com/social-media-marketing-in-the-world-of-online-gaming/ • Brands building an increasing presence within social games – We saw it a little earlier this year when Zynga and Lady Gaga teamed up to produce GagaVille—where visitors to the neighboring FarmVille landscape could get a first listen to the artist’s new album (U2!) – http://www.business2community.com/marketing/social-game-based-marketing-breeds-success-062192 • Success of social game marketing – http://www.business2community.com/marketing/social-game-based-marketing-breeds-success-062192 • Case study of Tetris as a ‘slow burning’ social gaming success: – http://www.insidesocialgames.com/2011/11/14/tetris-battles-slow-burn-on-facebook-proves-brands-staying-power-on-the- platform/ • Great stats on popularity of social gaming (mostly America-centric) – http://thesocialcustomer.com/samuel-f-parent/38726/performance-indicators-social-games • Measuring success in DAU/MAU – http://techcrunch.com/2009/10/29/how-to-measure-the-true-stickiness-and-success-of-a-facebook-app/ • Tips for Online PR – http://www.toprankblog.com/2006/04/tips-for-online-pr/ – http://www.contentandmotion.co.uk/blog/free-cut-out-and-keep-guide-to-online-pr/ (diagram accompanied by explanatory notes) • Top 15 Gaming websites – http://www.ebizmba.com/articles/video-game-websites • Top websites for 12-17 year-olds – http://www.readwriteweb.com/archives/most_popular_websites_for_kids.php •