Tag: game promotion

  • 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: Persona 4 Revival — short videos between two events

    Case study: Persona 4 Revival — short videos between two events

    Campaign figures

    Metric Value Explanation
    Views 2,008,353 accumulated campaign counter.
    Declared fund $24,000 rewards budget.
    Approved works 80 separate content counter.
    Authors 57 according to the published counter.
    CPM by terms $1.05–$3.00 rate per 1,000 counted views.
    CPV by rate $0.00105–$0.00300 equivalent per 1 counted view.

    Data cut 09/03/2026. CPV = CPM ÷ 1,000. This is a reward rate with eligibility 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.

    The Persona 4 Revival campaign for the North American audience was built around a story trailer and the upcoming Microsoft broadcast. Authors were invited to release short content that supports anticipation and interest in the game. Thus, clipping found its place between two information occasions: there is already material for discussion, and ahead is an event to which attention can be directed.

    Video clipping can connect two information occasions: analyze already published material and support anticipation for the next event. The task of turning a long video into cuts here acquires a clear meaning — to give the audience separate topics for attention between major announcements. Different authors choose different scenes, so reminders do not have to repeat the same video. For a marketer, the general guideline is important: each short story should relate to the current stage of promotion and maintain a connection with what is yet to be seen.

    Persona 4 Revival — short videos between two events — illustration 2

    Is there also time for individual stories between your announcements? Launch a campaign on VibeVO and use a ready-made trailer as material for short publications for the next event.

  • Case study: Metaphor: ReFantazio — Multiple Entries into One Game World

    Case study: Metaphor: ReFantazio — Multiple Entries into One Game World

    Campaign Figures

    Metric Value Explanation
    Views 467,892 accumulated campaign counter.
    Declared Fund $24,000 rewards budget.
    Approved Works 0 separate content counter.
    Authors 0 according to published counter.
    CPM by Terms $1.75–$2.00 rate per 1,000 counted views.
    CPV by Rate $0.00175–$0.00200 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. 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.

    A new game world cannot be fully explained in a short video, but it can spark a desire to learn more. In the Metaphor: ReFantazio campaign, official trailers served as the source. Authors were offered to cut fragments from them and publish short versions; the task itself was related to pre-orders and themes of battles and adventure. This set a general direction while preserving space for choosing individual scenes.

    Cutting long videos into short ones gives a complex game world several first impressions. Video clipping allows one video to focus on action, another on atmosphere, while maintaining a common source in official materials. The viewer gets a small, understandable scene and can decide if they are interested in learning more. For promoting a rich product, this is a useful principle: the first acquaintance does not have to contain everything. Selecting a fragment becomes a way to choose one reason to take a closer look at the game and give that reason enough space in the frame.

    Metaphor: ReFantazio — several entries into one game world — illustration 2

    Does your project have many stories and visual details? Launch a video clipping campaign on VibeVO so that authors can find different first scenes to introduce this world.

  • Case study: UNO! Mobile — Familiar Quarrel in Pocket Format

    Case study: UNO! Mobile — Familiar Quarrel in Pocket Format

    Campaign Figures

    Metric Value Explanation
    Views 162 accumulated campaign counter.
    Claimed Fund $4,500 rewards budget.
    Approved Works 0 separate content counter.
    Authors 0 by published counter.
    CPM by Terms $1.50 rate per 1,000 counted views.
    CPV by Rate $0.00150 equivalent per 1 counted view.

    Data cut-off 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. 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.

    The “+4” card can explain the atmosphere of UNO faster than any ad copy. The mobile version’s campaign suggested choosing the funniest and most chaotic gameplay moments, cutting them into short videos, adding a caption, and a suitable popular sound. At its core are recognizable situations from friendly play: a sudden reversal, a momentary grudge, and the desire to immediately get even.

    This is an early launch, so the campaign’s concept is of primary interest. Video clipping relies on already familiar emotions, and highlight editing helps show them without explaining the full round. The author needs to preserve an episode where the viewer recognizes their group of friends: a sudden game reversal or a momentary desire for revenge for a bad move. For promoting a mobile product, such recognizability is useful. A short scene can convey the enjoyment of playing together even before getting acquainted with the interface and other features of the application.

    UNO! Mobile — familiar quarrel in pocket format — illustration 2

    Do you also have moments in your game that you want to send to friends? Launch a campaign on VibeVO and invite authors to create short stories from gameplay with recognizable emotions.