Tag: game marketing

  • Case study: My Singing Monsters — a recognizable world in small portions

    Case study: My Singing Monsters — a recognizable world in small portions

    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.

    My Singing Monsters — a recognizable world in small portions — illustration 2

    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.

  • Case study: SEGA / Crazy Taxi — Extend the Moment of a Big Announcement

    Case study: SEGA / Crazy Taxi — Extend the Moment of a Big Announcement

    Campaign Figures

    Metric Value Explanation
    Views 1 586 244 accumulated campaign counter.
    Declared Fund $8 400 rewards budget.
    Approved Works 64 separate content counter.
    Creators 41 according to the published counter.
    CPM by Terms $1.50–$2.10 rate per 1,000 counted views.
    CPV by Rate $0.00150–$0.00210 equivalent per 1 counted view.

    Data snapshot 03.09.2026. CPV = CPM ÷ 1,000. This is a reward rate with admission conditions and limits, not the actual cost of the entire campaign. The fund does not equal expenses. Views are a total counter, not unique reach; approved works are counted separately. The range reflects different distribution conditions. 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.

    During a major game presentation, viewers receive a lot of news in a row. The Crazy Taxi: World Tour campaign aimed to bring attention back to one of the announcements: editors were tasked with highlighting moments from the multiplayer trailer shown at Gamescom Opening Night Live. The already published material became the source of short videos, each of which could separately remind about the game.

    Video clipping helps continue the distribution of a trailer after its initial showing. Highlighting montages bring individual moments back into focus when the audience has already moved on to other news. For a gaming brand, this transition from a big general announcement to small specific reasons to remember it is useful. One finished material gets different versions of its beginning and presentation. The viewer has the opportunity to notice the game through a specific scene, even if the trailer itself passed them by during the presentation.

    SEGA / Crazy Taxi — extend the moment of a big announcement — illustration 2

    The big announcement is out, and there are still many strong scenes in it? Extend it with a video clipping campaign on VibeVO, so that creators find new short reasons to talk about your project.

  • Case study: Call of Duty — Gameplay Shaped

    Case study: Call of Duty — Gameplay Shaped

    Campaign Figures

    Metric Value Explanation
    Views 26,003,576 accumulated campaign counter.
    Declared Fund $105,000 rewards budget.
    Approved Works 478 individual content counter.
    Creators 237 by published counter.
    CPM by Terms $1.50–$1.75 rate per 1,000 credited views.
    CPV by Rate $0.00150–$0.00175 equivalent per 1 credited 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. The range reflects different distribution conditions. 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.

    Gameplay recording and a finished short video are different materials. In the Call of Duty campaign, this distinction was enshrined directly in the task: raw footage of the Modern Warfare 4 multiplayer beta had to be turned into complete edited clips. Simply publishing raw footage was not suitable. Creators were required to select a fragment and assemble it so that the action was interesting to watch as a separate short story.

    Such video clipping requires editorial choice: for an unfamiliar viewer, a clear episode with its own beginning and end is needed. Highlight editing helps to extract it from the gameplay and give the action the form of a short story. The meaning of the processing requirement is precisely this. A player’s interest in an entire match does not yet mean that any of its fragments will be understandable from the outside. For game marketing, it is useful to describe in advance the difference between the source material and the impression a person should get after editing.

    Call of Duty — gameplay shaped — illustration 2

    Want to showcase the game through its most expressive episodes? Launch a video clipping campaign on VibeVO and give creators the task to assemble complete short stories from gameplay.