Campaign Metrics
| Metric | Value | Explanation |
|---|---|---|
| Views | 5 057 754 | accumulated campaign counter. |
| Claimed Fund | $7 500 | rewards budget. |
| Approved Works | 120 | separate content counter. |
| Creators | 22 | by published counter. |
| CPM by Terms | $0.75 | rate per 1,000 counted views. |
| CPV by Rate | $0.00075 | equivalent per 1 counted view. |
Data cut-off 03.09.2026. CPV = CPM ÷ 1,000. This is a reward rate with eligibility conditions and limits, not the actual cost of the entire campaign. Fund does not equal expenses. Views are a total counter, not unique reach; approved works are counted separately. Views do not equal unique reach or sales. Conclusions about marketing mechanics are an editorial analysis; the presence of a campaign around a brand does not necessarily mean its direct placement.
Campaigns around a game don’t always require a lengthy product explanation. For My Singing Monsters, creators were offered to make short clips from in-game content, and the reward was tied to views. This gives the editor a clear working principle: choose a fragment that can be interesting on its own, and present it to someone not yet ready to explore the entire game.
Video clipping distributes the search for a successful first impression among creators. Highlight editing gives everyone the opportunity to choose their own moment and their own pace of presentation within one game. For the viewer, a short scene becomes a small introduction that doesn’t require prior knowledge of the rules and features of the world. A useful lesson for a marketer is to prepare material so that the creator can find a standalone episode in it. Then different videos offer different reasons to be interested in the product, while maintaining a common connection to what is happening in the game.

Give creators the opportunity to find what’s interesting in your game to their taste. On VibeVO, you can launch a video clipping campaign from existing game content.

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