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    The (Senior) Game Changers海报/平面广告营销案例

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    (高级) 游戏改变者

    案例简介:为什么这项工作与公关相关? 我们看到了一个机会,通过进入我们的竞选工具,进入了今年最大的游戏活动之一的中心,将它作为我们竞选活动的跳板,直接进入游戏社区的心脏。它立即传播到世界各地,在铁杆游戏迷中,并在网站和一些社交媒体帖子的帮助下传播到公众中。 背景 情况: 对于品牌而言,游戏市场是一个复杂,竞争激烈的舞台,目标受众对传统的商业信息高度怀疑。对于我们的客户联想来说,这甚至更具挑战性,因为他们的预算与我们的一些竞争对手相去甚远。 简介: 联想希望在社交媒体和游戏活动中销售其游戏硬件系列。我们的主要使命是与目标群体的品牌建立互动。 由于游戏是一个非常艰难和竞争激烈的行业,受众群体极具选择性,我们被要求在有限的资源和预算下,围绕我们市场上的联想游戏设备 “军团” 在线创建知名度和激活,忠于品牌价值观 “不同更好”。我们的主要市场是瑞典和芬兰,但该活动已在全球范围内取得成功,到处都有新市场。 目标: 目标受众是18-30岁的年轻游戏玩家。 描述创意 (投票20%) 当每个科技品牌都在寻求推广下一个AR或VR发明时,我们以另一种方式来体现Lenovos品牌的标语 “不同更好”,以一种新的形状和形式。我们创建了一种以养老金领取者为游戏玩家的工具,这与目标群体通常遇到并仰望的目标相反。然后,我们的资深策略在另外两个市场启动。芬兰和俄罗斯,我们在瑞典的银色狙击手和芬兰的灰色枪手之间进行了一场战斗。老年游戏玩家团队在游戏社区中取得了成功,这并不是因为他们的技能,而是为了尝试并使人们更加紧密地联系在一起。一个数字过载的小组与 “数字下层” 建立了联系。祖母开始和孙子一起玩。由于Silver Snipers,Grey Gunners和Iron Legion证明了游戏适合所有人,因此这些团队在主流媒体中得到了认可。 描述公关策略 (投票30%) 洞察力: 在观察电子竞技这一世界上发展最快的运动时,我们发现它作为一种文化主要吸引年轻男性 (10:1的比例2018),无论是玩还是跟随,不仅不包括女性,还包括老年人。 但是游戏实际上与体力无关,与您是谁或来自哪里无关。任何人都应该能够参加。我们决定证明这一点,它将通过创建一系列仅由老年人组成的反恐团队来加强联想在电子竞技社区中的品牌。这样,我们就可以通过实际参与渗透到游戏社区中。 关键信息: 联想的品牌系列是 “不同就是更好”,我们想表明,通过拥抱不同 -- 游戏是为每个人准备的。 目标受众: 18-30岁的年轻游戏玩家 资产: 数字频道和现场活动的一系列高级团队。 描述PR执行 (投票20%) 实施/时间表: 在瑞典年度最大的游戏活动之一中,我们看到了进入游戏社区心脏的机会,将其作为我们活动的跳板。它立即传播到世界各地,在铁杆游戏迷中,并在网站和一些社交媒体帖子的帮助下传播到公众中。因此,我们在芬兰成立了另一个团队,全天候在社交媒体上工作,并在该市场上重复了成功并产生了媒体。第三步是让两支球队通过Twitch争夺 “国家与国家”,仅在一些社交媒体帖子的帮助下吸引了70.000的观点。第四步是在瑞典的一次游戏比赛中进行的重新比赛,随后进行了各种赛事的世界巡回演出。第五步,启动更多团队。 列出结果 (投票30%),必须至少包括以下两个层: 当我们总结2018时,我们可以自豪地回顾游戏界的巨大参与。我们的高级竞选工具突破了封闭的面向青年的游戏社区,并为数字世界中的老年人开辟了更光明的未来。在我们有限的预算下,他们与职业儿童比赛,进行采访,与政客交谈,出售设备和商品,受到启发,被复制 (非常出色) 并成为艺术。 数字: 10.1亿独特的媒体印象 10 683 450美元的赚取媒体 20分钟BBC纪录片

    (高级) 游戏改变者

    案例简介:Why is this work relevant for PR? We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at the center of one of the biggest gaming events of the year, using it as a springboard for our campaign. Instantly it spread around the world, among the hardcore gaming fans and out into the general public only aided by a website and some social media posts. Background Situation: The gaming market is a complex, highly competitive arena for brands where the target audience is highly sceptical to traditional commercial messages. For our client Lenovo it is even more challenging, as their budget is nowhere near some of our competitors. The Brief: Lenovo wants to market their gaming line of hardware in social media and at gaming events. Our main mission is to create engagement with the brand from the target group. As gaming is a very hard and competitive industry with an audience that is extremely selective we were asked to, with limited resources and budget, create awareness and activation online around Lenovo’s gaming equipment ‘Legion’ on our market, true to the brand values “Different is better”. Our main markets are Sweden and Finland, but the campaign has become a global success with new markets everywhere. Objective: The target audience is young gamers 18-30 yrs. Describe the creative idea (20% of vote) When every tech brand is looking to promote the next AR or VR invention we looked the other way and embodied Lenovos brand tagline “Different is better” in a new shape and form. We created a vehicle with pensioners as gamers that are the opposite of what the target group normally encounters and look up to. Our veteran strategy was then launched in two more markets; Finland and Russia and we created a battle between the Swedish Silver Snipers and the Finnish Grey Gunners. The teams of elderly gamers became a success in the gaming community, not because of their skills but for the sake of trying and bringing people closer together. A digitally overloaded group got connected with the "digital underclass". Grandmothers started playing with grandchildren. The teams got recognition in mainstream media as the Silver Snipers, Grey Gunners and Iron Legion proved that gaming is for everyone. Describe the PR strategy (30% of vote) Insight : When looking at e-sports, the fastest growing sport in the world, we found that it as a culture attracts mainly young men (10:1 ratio 2018), both playing and following, excluding not only women, but also older people. But gaming really isn’t about physical strength or about who you are or where you’re from. Anyone should be able to take part. And we decided to prove it in such a way that it would strengthen Lenovo’s brand in the e-sport community by creating a series of Counter Strike Teams only consisting of elderly people. This way, we could infiltrate the gaming community by actually taking part. Key message: Lenovo's brand line is "Different is better" and we wanted to show that by embracing different - gaming is for everyone. Target audience: Young gamers 18-30 Assets: A series of senior teams in digital channels and live events. Describe the PR execution (20% of vote) Implementation / timeline: We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at one of the biggest gaming events of the year in Sweden, using it as a springboard for our campaign. Instantly it spread around the world, among the hardcore gaming fans and out into the general public only aided by a website and some social media posts. So we launched another team in Finland working around the clock in social media and repeated the success on that market and generating media. Step three was to have the two teams battle it out as a "nation vs nation" via Twitch which attracted 70.000 views only aided by a few social media posts. Step four was a re-match at a gaming event in Sweden followed by a world tour with various events. Step five, the launch of more teams. List the results (30% of vote) – must include at least two of the following tiers: When we sum up 2018, we can proudly look back at huge engagement from the gaming community. Our senior campaign vehicles have breached the closed off youth oriented gaming community and opened up for a brighter future for elderly within a digital world. With our limited budget, they have played against pro kids, made interviews, spoken with politicians, sold equipment and merchandise, inspired, been copied (seriously great) and become art. Numbers: 1.01 billion unique media impressions 10 683 450 dollars worth of earned media 20 min BBC documentary

    The (Senior) Game Changers

    案例简介:为什么这项工作与公关相关? 我们看到了一个机会,通过进入我们的竞选工具,进入了今年最大的游戏活动之一的中心,将它作为我们竞选活动的跳板,直接进入游戏社区的心脏。它立即传播到世界各地,在铁杆游戏迷中,并在网站和一些社交媒体帖子的帮助下传播到公众中。 背景 情况: 对于品牌而言,游戏市场是一个复杂,竞争激烈的舞台,目标受众对传统的商业信息高度怀疑。对于我们的客户联想来说,这甚至更具挑战性,因为他们的预算与我们的一些竞争对手相去甚远。 简介: 联想希望在社交媒体和游戏活动中销售其游戏硬件系列。我们的主要使命是与目标群体的品牌建立互动。 由于游戏是一个非常艰难和竞争激烈的行业,受众群体极具选择性,我们被要求在有限的资源和预算下,围绕我们市场上的联想游戏设备 “军团” 在线创建知名度和激活,忠于品牌价值观 “不同更好”。我们的主要市场是瑞典和芬兰,但该活动已在全球范围内取得成功,到处都有新市场。 目标: 目标受众是18-30岁的年轻游戏玩家。 描述创意 (投票20%) 当每个科技品牌都在寻求推广下一个AR或VR发明时,我们以另一种方式来体现Lenovos品牌的标语 “不同更好”,以一种新的形状和形式。我们创建了一种以养老金领取者为游戏玩家的工具,这与目标群体通常遇到并仰望的目标相反。然后,我们的资深策略在另外两个市场启动。芬兰和俄罗斯,我们在瑞典的银色狙击手和芬兰的灰色枪手之间进行了一场战斗。老年游戏玩家团队在游戏社区中取得了成功,这并不是因为他们的技能,而是为了尝试并使人们更加紧密地联系在一起。一个数字过载的小组与 “数字下层” 建立了联系。祖母开始和孙子一起玩。由于Silver Snipers,Grey Gunners和Iron Legion证明了游戏适合所有人,因此这些团队在主流媒体中得到了认可。 描述公关策略 (投票30%) 洞察力: 在观察电子竞技这一世界上发展最快的运动时,我们发现它作为一种文化主要吸引年轻男性 (10:1的比例2018),无论是玩还是跟随,不仅不包括女性,还包括老年人。 但是游戏实际上与体力无关,与您是谁或来自哪里无关。任何人都应该能够参加。我们决定证明这一点,它将通过创建一系列仅由老年人组成的反恐团队来加强联想在电子竞技社区中的品牌。这样,我们就可以通过实际参与渗透到游戏社区中。 关键信息: 联想的品牌系列是 “不同就是更好”,我们想表明,通过拥抱不同 -- 游戏是为每个人准备的。 目标受众: 18-30岁的年轻游戏玩家 资产: 数字频道和现场活动的一系列高级团队。 描述PR执行 (投票20%) 实施/时间表: 在瑞典年度最大的游戏活动之一中,我们看到了进入游戏社区心脏的机会,将其作为我们活动的跳板。它立即传播到世界各地,在铁杆游戏迷中,并在网站和一些社交媒体帖子的帮助下传播到公众中。因此,我们在芬兰成立了另一个团队,全天候在社交媒体上工作,并在该市场上重复了成功并产生了媒体。第三步是让两支球队通过Twitch争夺 “国家与国家”,仅在一些社交媒体帖子的帮助下吸引了70.000的观点。第四步是在瑞典的一次游戏比赛中进行的重新比赛,随后进行了各种赛事的世界巡回演出。第五步,启动更多团队。 列出结果 (投票30%),必须至少包括以下两个层: 当我们总结2018时,我们可以自豪地回顾游戏界的巨大参与。我们的高级竞选工具突破了封闭的面向青年的游戏社区,并为数字世界中的老年人开辟了更光明的未来。在我们有限的预算下,他们与职业儿童比赛,进行采访,与政客交谈,出售设备和商品,受到启发,被复制 (非常出色) 并成为艺术。 数字: 10.1亿独特的媒体印象 10 683 450美元的赚取媒体 20分钟BBC纪录片

    The (Senior) Game Changers

    案例简介:Why is this work relevant for PR? We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at the center of one of the biggest gaming events of the year, using it as a springboard for our campaign. Instantly it spread around the world, among the hardcore gaming fans and out into the general public only aided by a website and some social media posts. Background Situation: The gaming market is a complex, highly competitive arena for brands where the target audience is highly sceptical to traditional commercial messages. For our client Lenovo it is even more challenging, as their budget is nowhere near some of our competitors. The Brief: Lenovo wants to market their gaming line of hardware in social media and at gaming events. Our main mission is to create engagement with the brand from the target group. As gaming is a very hard and competitive industry with an audience that is extremely selective we were asked to, with limited resources and budget, create awareness and activation online around Lenovo’s gaming equipment ‘Legion’ on our market, true to the brand values “Different is better”. Our main markets are Sweden and Finland, but the campaign has become a global success with new markets everywhere. Objective: The target audience is young gamers 18-30 yrs. Describe the creative idea (20% of vote) When every tech brand is looking to promote the next AR or VR invention we looked the other way and embodied Lenovos brand tagline “Different is better” in a new shape and form. We created a vehicle with pensioners as gamers that are the opposite of what the target group normally encounters and look up to. Our veteran strategy was then launched in two more markets; Finland and Russia and we created a battle between the Swedish Silver Snipers and the Finnish Grey Gunners. The teams of elderly gamers became a success in the gaming community, not because of their skills but for the sake of trying and bringing people closer together. A digitally overloaded group got connected with the "digital underclass". Grandmothers started playing with grandchildren. The teams got recognition in mainstream media as the Silver Snipers, Grey Gunners and Iron Legion proved that gaming is for everyone. Describe the PR strategy (30% of vote) Insight : When looking at e-sports, the fastest growing sport in the world, we found that it as a culture attracts mainly young men (10:1 ratio 2018), both playing and following, excluding not only women, but also older people. But gaming really isn’t about physical strength or about who you are or where you’re from. Anyone should be able to take part. And we decided to prove it in such a way that it would strengthen Lenovo’s brand in the e-sport community by creating a series of Counter Strike Teams only consisting of elderly people. This way, we could infiltrate the gaming community by actually taking part. Key message: Lenovo's brand line is "Different is better" and we wanted to show that by embracing different - gaming is for everyone. Target audience: Young gamers 18-30 Assets: A series of senior teams in digital channels and live events. Describe the PR execution (20% of vote) Implementation / timeline: We saw an opportunity to reach right into the heart of the gaming community by entering our campaign vehicle at one of the biggest gaming events of the year in Sweden, using it as a springboard for our campaign. Instantly it spread around the world, among the hardcore gaming fans and out into the general public only aided by a website and some social media posts. So we launched another team in Finland working around the clock in social media and repeated the success on that market and generating media. Step three was to have the two teams battle it out as a "nation vs nation" via Twitch which attracted 70.000 views only aided by a few social media posts. Step four was a re-match at a gaming event in Sweden followed by a world tour with various events. Step five, the launch of more teams. List the results (30% of vote) – must include at least two of the following tiers: When we sum up 2018, we can proudly look back at huge engagement from the gaming community. Our senior campaign vehicles have breached the closed off youth oriented gaming community and opened up for a brighter future for elderly within a digital world. With our limited budget, they have played against pro kids, made interviews, spoken with politicians, sold equipment and merchandise, inspired, been copied (seriously great) and become art. Numbers: 1.01 billion unique media impressions 10 683 450 dollars worth of earned media 20 min BBC documentary

    (高级) 游戏改变者

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