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 03.09.2026. CPV = CPM ÷ 1,000. This is a reward rate with admission terms and limits, not the actual cost of the entire campaign. Fund does not equal expenses. Views are a general 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 existence of a campaign around a brand does not necessarily imply its direct placement.
The “+4” card can explain the UNO atmosphere faster than any advertising text. The campaign for the mobile version of the game suggested choosing the funniest and most chaotic gameplay episodes, cutting them into short videos, adding a caption and a suitable popular sound. At its core are recognizable situations of 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 editing highlights helps show them without explaining the full round. The author needs to preserve an episode in which the viewer recognizes their group of friends: a sudden game reversal or a momentary desire to get revenge for a bad move. For promoting a mobile product, such recognizability is useful. A short scene can convey the pleasure of playing together even before getting acquainted with the interface and other features of the application.

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


















