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What Is a Case Study?
When you’re performing research as part of your job or for a school assignment, you’ll probably come across case studies that help you to learn more about the topic at hand. But what is a case study and why are they helpful? Read on to learn all about case studies.
Deep Dive into a Topic
At face value, a case study is a deep dive into a topic. Case studies can be found in many fields, particularly across the social sciences and medicine. When you conduct a case study, you create a body of research based on an inquiry and related data from analysis of a group, individual or controlled research environment.
As a researcher, you can benefit from the analysis of case studies similar to inquiries you’re currently studying. Researchers often rely on case studies to answer questions that basic information and standard diagnostics cannot address.
Study a Pattern
One of the main objectives of a case study is to find a pattern that answers whatever the initial inquiry seeks to find. This might be a question about why college students are prone to certain eating habits or what mental health problems afflict house fire survivors. The researcher then collects data, either through observation or data research, and starts connecting the dots to find underlying behaviors or impacts of the sample group’s behavior.
Gather Evidence
During the study period, the researcher gathers evidence to back the observed patterns and future claims that’ll be derived from the data. Since case studies are usually presented in the professional environment, it’s not enough to simply have a theory and observational notes to back up a claim. Instead, the researcher must provide evidence to support the body of study and the resulting conclusions.
Present Findings
As the study progresses, the researcher develops a solid case to present to peers or a governing body. Case study presentation is important because it legitimizes the body of research and opens the findings to a broader analysis that may end up drawing a conclusion that’s more true to the data than what one or two researchers might establish. The presentation might be formal or casual, depending on the case study itself.
Draw Conclusions
Once the body of research is established, it’s time to draw conclusions from the case study. As with all social sciences studies, conclusions from one researcher shouldn’t necessarily be taken as gospel, but they’re helpful for advancing the body of knowledge in a given field. For that purpose, they’re an invaluable way of gathering new material and presenting ideas that others in the field can learn from and expand upon.
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Video Game Influencer Marketing Case Study with Schell Games

About Schell Games
Schell Games is a game design and development company based in Pittsburgh, Pennsylvania, that creates video games and interactive experiences for education and entertainment.
Download the full Case Study
Objectives & goals, schell games wanted to build hype and drive sales for their latest game release..
Schell Games wanted to build hype and drive sales for their latest game release, I Expect You to Die 2. With a $50,000 budget to work with, Schell Games established the following KPIs for its campaign: CPE less than $1.00, over 1 million impressions, over 1 million creator video views, and at least 30 creator partners.
Schell Games planned its campaign in three phases: Pre-launch (June to August), launch (August), and post-launch (August to December). The two biggest challenges were finding experienced creators in the VR niche and tracking influencer conversions without being able to use affiliate links.

Schell Games allowed its influencers to create its ads. The marketing team gave them creative freedom to produce content using their own voice and messaging on each post to promote authenticity.
GRIN tools used:
- Creator search. Easily recruited high-performing creators within the AR/VR gaming niche
- Influencer analysis. Checked creator metrics to ensure all prospects met authenticity standards
- Outreach. Email integration enabled tailored email and follow-up sequences to prospects
- Reporting dashboard. GRIN made it simple to evaluate the entire influencer program and identify ROI .

The Results
As our video game influencer marketing case study shows, Schell Games’ innovative approach enabled its creators to produce the type of content their audience loves and incentivized the creators to reach out to the brand for future partnerships. In six months, Schell Games generated:
- 48 creator partnerships
- 1 million video views
- 1.4 million impressions
- CPE of $0.51
- 50,000+ engagements

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Case Studies
Audiencly initially started with the creation of advertising campaigns in the gaming sector and within two years quickly expanded into the lifestyle and technology sectors. Driven by a passion to create advertisements around the world, we create ads no matter in which country, industry or for which company size. For us, ads are not just advertising - we tell stories. Let us tell your story together and reach your audience.
Rogue Company is a free tactical multiplayer video game developed by First Watch Games and published by Hi-Rez Studios. Popular content creators with loyal fan bases were engaged to represent the game on YouTube.
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Apex Legends is a free-to-play first-person shooter battle royale game published by Electronic Arts. Audiencly has arranged Influencer Campaigns for their Season launch.
Twitter Posts
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We have successfully worked with many leading brands in the field of gaming. We have created individual campaigns for every single client, reached target groups and created strong impressions. Let our achieved success figures speak for themselves:

Lords Mobile is a free-to-play strategy game by IGG. Our user acquisition campaign was planned with the target to have big size Influencers represent the mobile game on their social media channels.
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Dragon Tamer is a turn-based strategy game by Bekko Games. For this campaign, YouTube creators have integrated advertisements into their video content to present the game to their viewers and to animate them to join.
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Game Marketing – Case Studies
Metaphorically, the gaming market is like the Wild West during the Gold Rush. Many have heard of successes, few have heard of failures, and fewer still know what they depend on and how to achieve or prevent them. Our help as marketing specialists is largely based on applying marketing theories to the very unique needs and nature of the gaming market. We translate the experience of the greatest proven theories and strategies into Polish games with the ambition to conquer the world. In more than 15 years of working for an agency that served dozens of clients doing marketing in all kinds of industries, I have never met another sector as interesting as game dev. Not only because it is built on passion (games) but also because of its nature, both business- and communication-wise.
Why is Polish business so focused on game dev?
Game dev, i.e. the game development industry, is one of the top branches of our economy. While this may seem like an overstatement, I personally heard those words from a highly placed specialist in the Polish economy. And indeed, if we were to introduce ourselves as Poles at a large economic conference, what would be the thing to mention to set our country apart? Heavy industry, the energy sector, services, food? We have had global successes in each of these areas but these industries as a whole are hardly in the world’s top flight. When it comes to programming and gaming solutions, on the other hand, we can definitely say that our products have been regularly recognised internationally for years. Especially since the world of gaming stands out for a wonderful trait – no boundaries.
Every universe is created individually in a space that is untethered from any specific territory so that it can then be installed and visited by anyone, whether in Poland, the US, Tajikistan or Mozambique. The important thing is to ensure no technical, linguistic or cultural barriers (so that the context of the game is clear and appropriate). Most games are released in English, with the hope that they are well received all across the world.
This is one of the main good practices; while the production cost with a global approach is nearly identical as with a dedicated game released into a local market, the consumer potential is dozens of times greater. This is why most Polish developers, even the smallest titles, aim to sell globally.
The most common myths about Polish game dev:
- Only men make games: false. 25% of all employees in the Polish gaming segment are women (The Game Industry of Poland 2021).
- Polish game dev has two popular titles: false. As many as 38% of the top 200 games downloaded on Steam come from Poland. This is the best illustration of the fact that there are many more Polish titles, including the Horror games category (The Game Industry of Poland 2021).
Polish game dev is in the world’s top 20.
The whole world knows major game titles such as The Witcher and Cyberpunk. However, apart from these obvious choices, there are many more products out there. According to the 2021 Game Industry Of Poland report, there are nearly 500 game development studios in Poland and more than 12,000 employees in the market who release nearly 600 games that bring in almost €0.5 billion every year! This puts the Polish gaming market in the world’s top 20 with a value of over $924 million. According to estimates, its value may already exceed $1 billion in 2022; we keep our fingers crossed and have a feeling it will!
To sum up, we have many specialists with know-how about game development, and our country ranks high in the world. What naturally comes to mind, then, is to release a game; with experts on board and an idea, what can go wrong? This is where the plot thickens.
Every game is like an entertainment show; one will appeal to the audience and become popular despite its simple premise while another, even a well-funded one, will go down as a flop. Behind a success is not only an idea and technical preparation but also so-called hype in the community, which will wait for the title for months before release (e.g. Ultimate Hunting by 3T Games, which we have the opportunity to communicate, already has 18,000 active fans despite having no trailer ready). The market is full of great ideas for games; unfortunately, it sometimes turns out that once they are released, the sales are far from expectations, i.e. much poorer.
What determines the success or failure of a game release?
If the game itself is good, will it live up to the hype? No.
Will a mediocre game with great marketing sell well? No.
The trick is to understand the relationships between many areas. You can revert to the marketing classic, the 4Ps, where (in a nutshell) applied marketing is divided into:
- 1P (product): here, this means the game itself, the idea, the script, the context, the mechanics, graphics and all other elements that contribute to the end result.
- 2P (price): the purchase price of a fully playable version.
- 3P (placement): distribution. In the case of games, this means not as much the store, which is the final consumer-product touchpoint, as the availability of the game on various platforms which stems from the production process (PC, Sony consoles, Microsoft consoles, Mobile Android/iOS, Steam/Oculus VR, etc.). The wider the choice of platforms, the greater the audience that can buy the game.
- 4P (promotion): often confused with marketing. Promotion means using PR, creating and managing social media communities, working with influencers and holding paid advertising campaigns to help raise awareness or convince consumers to add the game to their wish lists or purchase it.
Remember that marketing is all the 4Ps and not just promotion. It is an interlocking system.
How the relationships between individual marketing “Ps” work as illustrated by game marketing:
- Product + Promotion will not be enough without Placement.
A client of ours had a good VR game, with simply glowing reviews of both the demo and the end product. So we prepared a promotion campaign where the community grew, became active and actively waited for the game. Unfortunately, about two weeks before the release, it turned out that the game would not be available on an important platform, Oculus. It was too late to put off the launch, especially since it had already been delayed and there was no room to erode trust with another postponement. The client decided to launch the game and simply release it to the second platform at a later time.
The result? On the release date, most questions were about whether and when the game will be available on that second platform. Despite promotion, sales did not meet the expectations and there was simply no point in promoting it. The lesson is simple: a great product with good promotion will fail if gamers (consumers) face the barrier of not having the right hardware to play the game. Hardly any game can convince thousands of people to go to the store and buy hardware for a single game because they would have to spend a few thousand zlotys on top of a few hundred zlotys on the game alone.
- Promotion + (a strong, even if not 100% ready) Product can do wonders.
If the game is made with honesty, i.e. created from the very beginning by passionate people who have the know-how and the drive, drawing on the best from the competition of existing games, the community appreciates it. We have a game (Ultimate Hunting) where the high level of expertise of its creators (an experienced team working on the best games and passionate experts in wildlife and hunting at the same time) earned it an avid fanbase even though the game has not been made yet. And this is not because of the popular industry trick of making a nice trailer that promises wonderful and rich gameplay that later turns out to be something else and below par. In this case, the trailer has not been made yet! Here, the game is being developed and the finished elements are revealed step by step. Also at play is the active impact of the community being involved in and privy to choices regarding the content of the game.
The result? With over a year of social media communication, the game without a trailer already has 18,000 fans worldwide on Facebook alone. These are not just “dry likes” but people who demonstrate their engagement with a high degree of interaction. Everything happens organically thanks to a strategy of building marketing and communication step by step, hand in hand with developing a top-level game. Naturally, both the creators and we know that the real trick is to end up with as good a game on the day of release but so far it shows potential despite a minuscule promotion budget.
- Product + Placement + (incomplete) Promotion.
If we have a good product, i.e. a game based on a good and compelling premise, with visuals and music created by the best production specialists and renowned artists. That was the case with Growing Up. There was very little time to promote the game, only two months before the release. In addition, we relied on nothing but organic, strategically planned communication. In the end, we had hundreds of active people on social media and thousands on Discord who had the potential to (and in many cases did) turn into fans. The sale took off, so much so that the first person let us know they finished the game on our Discord channel in just over three hours! The potential was so great that with any additional promotion, we believe it would have sold millions of copies like its Chinese equivalent, Chinese Parents. However, what we managed to make popular and sell after two months of support prior to the release and one month after with organic communication alone shows that it is possible, provided you think through the game and communication.
There are hundreds of Polish games, and expectations and hopes for their success run into seven digits. The cases above are just the tip of the iceberg based on our own experience. The conclusion is simple: while everything is possible, it is worth not only thinking about the game itself but also preparing a plan for the other three “Ps” so that marketing forms a complete system that will drive the worldwide success of yet another game from Poland.
Author: Maciej Boroń, Managing Director at Next Level Agency
Managing Director at Next Level Agency, one of the fastest-growing gaming marketing & esports agencies. He has more than 16 years of experience working in the marketing industry. Before taking the helm at Next Level, he supervised award-winning marketing project teams for over 10 years. He developed one of Poland’s leading and pioneering gaming marketing divisions, Mediacom Beyond Advertising. An active member of the IAB, he co-authored an e-book entitled “Przewodnik Content Marketingu” (A Guide to Content Marketing) for IAB Polska and co-organised the Esport & Gaming Forum. With a variety of local, regional and global projects, his portfolio includes markets that are complicated in nature such as America and Asia.

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Infinity Heroes Case Study

Infinity Heroes
the mission.
Infinity Heroes is a simultaneous real-time strategy game that aims to breathe new life into the traditional digital card game experience through the alteration of existing decks via in-game actions.
Lightmare Studios was looking for a game-focused marketing agency who could rapidly prepare a campaign to boost awareness of the Infinity Heroes KickStarter and help achieve the funding goals required .
The Process
The Game Marketing Genie team developed the perfect pitch video for the game to attract a variety of players who have shown an interest in online card games and similar real-time strategy apps and designed a suite of creative concepts to be used in a comprehensive digital advertising campaign.
The marketing campaign included adsets across Facebook, Google, Youtube, and email to help boost awareness and drive traffic to the KickStarter and Indiegogo pages as quickly as possible.
On-site optimisation was implemented to more clearly communicate the unique value propositions of the Infinity Heroes game whilst also helping drive a higher number of conversions before the KickStater campaign came to an end.
The Results
The Infinity Heroes campaign was rapidly designed and implemented days before the product launch, overcoming earlier concerns due to miscommunication in the early days of previous campaigns, helping improve the brand's reputation, producing 111% of the target funding goal, and driving a 245% ROI.

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Driving Brand Impact for Ben & Jerry’s Ice Cream Delivery Service
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Increasing Purchase Intent for Tesco During The Holidays
Tesco utilized Activision Blizzard Media’s Rewarded Video ads to amplify quality perception and incite purchase intent of their food products during the holiday season.

Maximizing Brand Impact for Garnier Nutrisse Crème
Through high quality, opt-in Rewarded Videos, L’Oreal provided players with real value to progress their gameplay and consequently the campaign successfully achieved its objectives.

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Sky Mobile took advantage of Activision Blizzard Media’s rewarded mobile platform to increase top of mind awareness and association for the iPhone 13 Pro.

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Kimberly Clark utilized Activision Blizzard Media’s mobile platform to boost brand impact for its Andrex® campaign.

Driving Product Awareness
Activision Blizzard Media worked with SAP to release highly-charged rewarded videos that created an emotional connection with players – a unique approach from an enterprise software company.

Increasing Brand Recall
Mini Babybel Bio saw success across all brand impact metrics with its campaign on Activision Blizzard Media’s mobile ad platform.

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HelloFresh paired eye-catching creative with our mobile ad platform to promote its meal kit delivery service. By leveraging an ad effectiveness study, HelloFresh was able to test the efficacy of its video ads in a 100% brand safe and choice-based environment.

Players Go All in for Pringles
Pringles partnered with Activision Blizzard Media for the launch of the highly-anticipated Match 3 rewarded rich media on its mobile ad platform, providing real value during key moments of gameplay.

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Tournament Views
Wallfair Case Study
One of them was Wallfair, who reached out to GameInfluencer with the goal to activate the Esports community through their new Crypto betting platform on esports events…. Read More

Twitch Minutes Watched
Summoners War: Lost Centuria Case Study
South Korean powerhouse Com2uS came out with a blast, launching a successor of their outrageously popular mobile game Summoners War…. Read More

Smoking Frog Case Study
Smoking Frog have taken it upon themselves to create high quality CBD products that e.g help streamers and esports players out with the mentioned issues above. As mental health has been an important topic in the world of gaming, Smoking Frog came… Read More

Total Hours Watch Time
Snood Case Study
Remember that super popular Puzzle game released in 1996 called Snood? It’s back! Snood reached out to us to revive the once popular MAC OS released game through influencer marketing. We said: “Yes!”…. Read More

Total Watch Time Hours
Erica Case Study
How Flavourworks successfully launched Erica Interactive IOS with Influencer Marketing At the end of 2020, Flavourworks reached out to us… Read More

Total Engagements
AAX Case Study
AAX Exchange reached out to us as they were looking for influencer marketing campaign support. Together with our creative team, we developed a YouTube influencer marketing campaign that would precisely target the crypto market for AAX…. Read More

Total views
Call of Duty Case Study
One of the most popular game franchises “Call of Duty” from Activision, reached out to help bolster their efforts in targeting the German market. … Read More
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How to Seize Fashion’s Gaming Opportunity — Download the Case Study
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One fact about the global video game market tends to surprise those unfamiliar with the business.
“The video game industry is larger than the music and film industry combined,” said David Reitman, the global gaming lead at Accenture, a strategy and technology services firm. “When you make that statement, it basically has people take a pause.”
While estimates of the value of the global gaming industry vary, market researchers generally peg direct revenue from video games at about $180 billion to $200 billion, including sales of game consoles, games and hardware like controllers, and revenue from other sources such as in-game purchases and advertising.
By comparison, the global entertainment industry, counting both theatrical and home viewing, surpassed $100 billion for the first time ever in 2019 before suffering a blow from the pandemic in 2020. The global recorded music market, meanwhile, grew to reach $21.6 billion in 2020 .
The numbers offer perspective on just how big gaming has become in the roughly half-century that modern video games have existed. At this point, just watching others play games is an activity with hundreds of millions of participants , and games now vie for attention with all other forms of entertainment.
“We compete with [and lose to] Fortnite more than HBO,” Netflix admitted in its 2019 letter to shareholders .
Fashion and sportswear brands honed their use of other forms of entertainment like film, sports and music as marketing channels decades ago. It’s hard to imagine Armani’s legacy without the movie “American Gigolo,” or what Nike might have become if it had not gotten its sneakers on a rookie basketball star named Michael Jordan. Video games are a much younger medium, and it’s only recently that fashion has taken notice. The industry has lately started trying to connect with gamers, and the past year has seen those efforts accelerate.
One reason fashion players are expressing interest is that games offer a potential revenue stream from sales of digital clothing and products. But perhaps more significantly, they are a way for brands to extend themselves into the virtual spaces where people are spending a growing share of their time. They represent a relatively untapped marketing channel where creative companies can produce immersive, interactive experiences unlike anything available to them through other mediums.
At the same time, there has been a surge of interest in the idea of the metaverse, a buzzy term with origins in science fiction, generally imagined as a parallel virtual counterpart to the real world, most likely formed from a patchwork of different online platforms. Popular games such as Fortnite and Roblox have emerged as the sites where its foundations are most clearly being laid. Now Meta, the group formerly known as Facebook, is investing billions in trying to make this vision of the metaverse a reality. Fashion companies, many of which were slow to embrace e-commerce and have spent years building up their digital presences, are resolved not to be late carving their place in this future.
This case study examines some of the most significant recent efforts by fashion and beauty companies to reach gamers, and unpicks their strategies to examine the opportunities and obstacles in engaging with gaming for marketing:
- Vans launched an ongoing project inside Roblox centred on skateboarding.
- Balenciaga brought its brand DNA into the world of Fortnite.
- LVMH-owned Benefit Cosmetics took a slightly different approach, establishing a presence on Twitch, a popular platform for video-game livestreaming.
The companies spoke to BoF about what their aims were, what it took to bring the projects to fruition and what they have learned about video games and gamers.
Editor’s Note: This case study was revised on Dec. 1, 2021. An earlier version identified the image of Doggo from Fortnite as one that was used in a billboard in the game and in real-world locations. That is incorrect. The image shows user-generated content that appeared inside Fortnite as part of a “living lookbook” campaign.
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Why Some Virtual Experiences Succeed and Others Become Digital Ghost Towns
More than a year since fashion brands started jumping into virtual environments like Roblox, they face a new challenge: keeping users coming back as they try to turn their marketing into sales.
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BoF Professional Summit | Do Web3 Strategies Need a Reality Check?
Purchase your ticket before Tuesday, Feb. 28 to secure your place at the early bird rate.
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What to Expect at BoF’s Upcoming Technology Summit
On March 22 in New York, BoF will host a summit on AI, web3 and the inflection point in technology featuring speakers from Gucci, StockX, Levi’s, Ambush and more.
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What Fashion’s E-Commerce and Tech Professionals Need to Know Today
BoF Careers provides essential sector insights for fashion's technology and e-commerce professionals this month, to help you decode fashion’s commercial and creative landscape.
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Case studies
Snickers is in the game artwork displays react to in-game events..
Snickers entered the metaverse with inStreamly and Polish streamers. The new campaign “You’re not you when you’re hungry” naturally fits into the gaming world as gamers often need grounding in moments of total immersion.

Which Way Would You Choose? InStreamly Chat Voting Mechanism
The newest technologies allow marketers to turn older concepts into something new and exciting. Adding innovative channels, like live streaming platforms, guarantees total success. Learn what the inStreamly Chat Voting mechanism looks like in practice!

Marketing from Gamers to Gamers. How to Fulfil Your Consumers’ Needs?
You can encounter all types of gamers, from professional players to casual gamers. Even though all of them are players, they still have different needs. So how can you know to which group of players you can address your campaign and how to adjust your campaign? Let’s find out

Nvidia Sponsors Over 1,400 Streamers in a Geforce NOW Campaign
The more streamers you have in your campaign the better results you will have. So, how can you manage to sponsor over 1,400 streamers in your campaign and get great results? Read on to find out!

Streamers Help Homeless Animals by Encouraging Fans to Donate
Last year we joined forces with the Sarigato Foundation by involving streamers in activation to support animals during winter. This year we did it again. Check out how we helped our four-legged friends this time!

How to Reach a Specific Target Group With inStreamly? League of Legends Cup Case Study
Announcing events when you have to reach a specific target group can sometimes be troublesome. But with inStreamly technology, everything seems more straightforward. Check out how we helped devils.one reach League of Legends players and encourage them to register in the tournament!

250 Applications for the Internship Program?
As inStreamly, we are part of the gaming and live-streaming industry. And we noticed that there is a shortage of development opportunities for young people who want to go pro here. So it got us thinking – why not conduct an internship program? Check out how we did it!

Super High CTR. How We Encouraged Young People to Study Gaming
How to get a super high click-through rate? Check out our case study from the campaign for the College of Physical Education and Tourism which together with Devils.One created a dedicated field of study for gamers!

How to Engage Stream Viewers and Make Them a Part of the Campaign?
There are no shortcuts when it comes to creating engaging content for your target audience. Especially when said audience is a group of people that lives and breathes gaming. Read on and find out how we did it in a campaign run for Free Guy movie!

500 Streamers Sponsored by One Brand? Future of Influencer Marketing
Do you sometimes think about what the future will look like? We do and some time ago we had a chance to have a glimpse. Thanks to a campaign that we ran for PKO Bank Polski activation – HACK4LEM – we learned that the future is closer than we think and we can’t wait to experience it.

Over 150 Streamers Supported Pride Month!
Gender equality, diversity, acceptance and love – all of it is celebrated during Pride Month. As Gen Z representatives, streamers from all over the world joined a campaign supporting the LGBTQ+ community showing that love doesn’t have any boundaries and has different colours to it.

French Streamers Join Unicef Charity Campaign Raising Over €50,000
Unicef’s French branch asked us to help with promoting their newest Streamin’ Night campaign and we were more than happy to run a campaign for the cause and help to raise €50K to help every child fulfil their potential.

How Danone’s Small Hunger Confronted Fortnite Streamers
Small Hunger, the infamous brand hero from Danone, was introduced to the world of gaming and live streaming, and attempted to poke the Small Hunger inside of over 650K gamers. How did we make it happen? Read on and find out!

Project Streamer X Brought Together Small Streamers to Help Them Develop Their Skills
At inStreamly, we understand that for small streamers climbing to the top can be difficult. And that’s why Streamer X was created. To help us select the best from the best and give them a chance to develop.

Adidas Took Their Sponsorship to Another Level by Providing Streamers With Shoes
When designing a brand’s communication, it’s good to check if different paths are somehow connected. The more they connect the more aware the recipients are of it. That’s exactly what we did with VMLY&R agency in the Adidas campaign promoting ZX 2K Boost shoes.

Diving Into Cyberpunk 2077 World and How Sprite Connected With Gamers
Cyberpunk 2077 was the most anticipated game of 2020 if not – all time. With Cyberpunk’s breathtaking art visuals, unique style, great mechanics, and all that jazz, it’s not surprising that brands wanted to collaborate with game producer, CD Projekt Red. And what is a better partner than a brand that speaks to gaming communities for years now?

Blik Case Study: How Influential Is Customer’s Trust for Campaign Success
We went all the way and created 3 displays, reminiscent of the inventory panel from games like League of Legends, Fortnite and Valorant. It turned out to be a hit. BLIK trusted our gut feeling and we got the green light to run the campaign.

Samsung Galaxy Note Marketing Campaign – A Click-Through Rate That Surprised Everyone!
At inStreamly, we bring together hundreds of streamers who play a variety of games, including Fortnite, and their community is the one we wanted to reach. With limited flexibility in streamer selection, the 2% CTR target seemed far reaching, but not impossible. What happened later exceeded all our expectations.

How to Help Animal Shelters? Streamers Support Dogs and Cats
Our four-legged friends living in shelters don’t have it easy all year round, but winter is a particularly difficult period for them. That is why, together with the Sarigato Foundation, we ran a campaign “Daj bezdomniakowi donejta” (eng. donate to shelter animals) in which we engaged streamers from all over Poland and collected as much as 143 kilograms of food from donations received from viewers.

80 Streamers Took Part in a Campaign Supporting Women in the Fight for the Right to Choose
Streamers are people from Generation Z, mainly communicating with their peers. This has always been less active in topics related to social and political life. Now, this is changing. Streamers, instead of in the streets, chose to protest where they are most effective – on the Internet.

How to Communicate With Gamers – Campaign for Lenovo Gaming Laptop
Getting gamers interested in the product is not easy. They are a very demanding target group that is difficult to reach. Therefore, together with Spark Foundry and Publicis Game Lab, we have created a campaign for Lenovo that perfectly suited gamers’ needs. The artworks we implemented are a completely new and original solution!

How to Encourage Generation Z to Stay Home During a Pandemic
Streamers reach hundreds of thousands of young people every day. When the pandemic broke out, at inStreamly we decided to use this power and create a campaign that would encourage this generation to stay at home. The result? In just a few days we reached 400,000 people.

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