1 CREATIVE BRIEF BUBBLE GUM INTERACTIVE An entertainment based online video gaming studio of gaming technologies founded on 2010 is based on Sydney, Australia. It is an application software company in the gaming application industry being partnered with various big gaming venture capitalists like Disney Studios. Visit:www.bubbleguminteractive.com IMC PlanStart date – 23rdApril, 2020 End Date – 5thMay, 2020 Company Mission Thecompanybeinganindependentgame studio designs games for multi-player online gaming for the kids who can play together and increase the bond between the consumers. Brand Statement The online gaming brand is found to be the mostinnovativefamilyofentrepreneurs, minds, innovators and professionals with an undying passion of exploring the story telling with famous characters and the creation of fun environment for the children. Branding Product The launch of new online game with virtual reality of adventure in the form of new gaming product‘SpaceHeroesUniverse’whichis directed towards the space adventure with a new worldwide availability of gaming for kids. Campaign’s objective The campaign is directed towards promotion of the new virtual world game ‘Space Heroes Universe’ for the kids who are in the 6 to 12 years old age group in order to gain more promotionandwidecoverageamongthe audience. Key message The message to be reached to the audience of childrenandtheirparentsistofindan augmented reality of more exclusive gaming experience with better features. It also stresses the spread of the gaming application over 15 languages in 100 countries with diversity and inclusionovergamingwithvariousother groupsconnectinggloballyonthegaming platform. Major selling idea The most important unique selling proposition statement of the branding of the game lies in thediverseaugmentedfirst–evervirtual reality game for the kids to connect together and with multi-player features for the families also to assist them. The customer needs which the game will satisfy is the global platform withdifferentnationallanguagesandwith translator embedded in the system to connect to the children. The characters and the story of the adventure game is interesting with a visual retreat for the eyes and with different levels for the curiosity and the gaming fun to keep alive till the end.
2 CREATIVE BRIEF Target audience The target audience for the campaign are the 6 to 12 years of children who will play the game in their adolescence stage. The children will require the support of parents often in terms of legal identity verification to install and start the game. The target audience who are indirect are also the adults like any family member of the child who is assisting in the process. Market Segment The target market segment are the adolescent children who are in the verge of explorations stage. At this stage, the children require the cognitive development at a high scale along with the socio-emotional development. This gamebringsthehighuseofcognitive knowledge to scale up the ladder in the space adventurewithvariousstrategiesand techniquestouse,preparingthemforthe futurecognitiveabilities.Thesocial developmentisalsoenhancedthrough connecting other children from other countries withdifferentraces,cultureandother communities around the globe. Characteristics of Target audience The children from 6-12 years old are mostly under the supervision of children with vision to explore and have their own independent thinking towards problem solving or decision making. They try to think with real logic and conceptsratherthinkingabstractwhileon preschoolage.Thechildrenareinclined towards those games that will challenge them and boost their energy while playing them. Thespaceadventuregamewithvarious obstacles at each increasing level will teach the children to cope up with the risks and the decision making power to solve them. Key Competitors Thekeycompetitorsfortheotherspace adventuregamesoccupyingthemarketof children’svirtualonlinegamingareElite Dangerous,UniverseSandboxseries,Dual Universe, EVE Online, House of the Dying SunandDistantworlds.However,these competitors have high marketshare in the gaming industry online but most of them are for adults. The main strength of the brand lies here that the space sci-fi adventure game is builtespeciallyforkidswithsimple storytellingandlanguagetranslationfor creating a special connection to the characters in the story in a virtual reality world. Communication channels Thecommunicationchannelsinwhichthe campaignwillrunaresocialmedialike Facebook, Instagram and Twitter. The Google You Tube will feature the advertisements of the game with channels subscribed as by the parents.Thechildmagazinesonlinewith sponsored ads on the online gaming blogs will feature the promotion of the brand. Market positioning statement The brand is to be positioned as per the Ansoff matrix theory, on the existing market with childrenasaudiencewhoaretheloyal customers and have been using the Bubblegum virtual games for a long period of time. With a newlaunch,adifferentmarketwillprove risky,duetowhichthebrandistobe promoted among the old consumers along with thenewaudienceliketheparentsofthe children. The market will be same, however the positioning will be using differentiation strategy in terms of product features like the exclusiveandpremiumfeaturesofgaming visuals and the adventure story. The service features for the high-end customers will be extra language provisions with opportunities
3 CREATIVE BRIEF for building large group of networking with other children from various other countries. Advertising appeal Theadvertisingappealwillbehighly emotional. The children of 6 to 12 years old willbetargetedwiththeemotionsof excitement for adventure in order to try out newstudontheinternetandalsothe satisfaction of developing bond type of feeling is to be used here. The fear appeal is to be used for the children to not violate the game rules and also not consider the playing of game under illegal grounds especially for the safety standards. Tone of advertising message Creative, Fun, inviting and humor Advertising Execution Technique The advertising execution technique is based primarily on the animation and imagery. The various animations forms with the space and sci-fi imageries to support the background of the space adventure. Finally, the dramatization is to be done with sponsors who will advertise the gaming brand with new trending messages for the children especially in the exploring and adventure side. The children can also be used to feature in the advertisements as a support systemandbrandambassadorsforthe promotion. Advertising Delivery The advertising delivery will be through brand ambassadors as well as targeting the children’s popular gaming shows and channels where as per the global statistics, the various gaming and cartoon channels in real television will feature the ads. The virtual mode of delivery will consist of online social media with direct promotions. The advertising should also be done in the form of guerrilla marketing in variousmalls,outsidechildren’spark, museums and movie halls being the exclusive spots for the crowds to gain the awareness and knowledge of the game. Execution Requirements Online, Print and Real ads Brand Voice Compassionate, Fun and Understanding Brand Insight The game is built with story centric experience inthespaceadventurewithsuperagile technologiesforthechildrentoplaywith efficiency at the designed levels. The platform of the game is as per the budget which vary from country to country currency. The brand is solely design to give the children a new and engaging experience with the virtual reality gaming world. Big Picture of the Campaign The big picture of the campaign lies in the execution of the role playing of characters and the virtual augmented reality screening of the game to the children. The entertainment being taken as shift from real to digital and to online willhelpinbehavioralmodulationofthe children. The campaign will try to showcase the cognitive behavioral design of the game from the perspective of space wars and the battleofplanetsfromtheastronomical background. The campaign will have to take inspirationfromtheStarWarscartoon promotion where the space battles at that time were considered as a luxury visual treat for eyes.Theexcitementandtheinteresting enigma behind the games is to be portrayed throughthechildrendemonstratingand through celebrities sponsoring them in their movie promotions sideways. The creative element in campaign The most creative way in which the space adventuregamebrandingcanbeisto communicate with the children forums online andchildrenwithdiseasescommunities, wherethecognitivedevelopmentandthe behavioral therapies are done at a high scale. This game being a virtual reality service will make the children especially with autism and disabilities to gain new thoughts and skills with coping mechanisms when playing with the game. This will make the promotion of online gaming of the brand more accessible and gain a wide visibility across all platforms. Issues in campaign The frequency of the advertisements and in the respective channels should as per the gaming andentertainmentboardregulationsshould provide the message of no illegal and harmful practicesthroughsuchonlinenetworkof communities during the gaming experience as
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4 CREATIVE BRIEF well children should not resort to violencewith other children. Bibliography Dombrowski, M., & Dombrowski, J. (2017, July). Virtual reality games, therapeutic play and digital healing. In International Conference on Distributed, Ambient, and Pervasive Interactions (pp. 587-596). Springer, Cham. Kumar, V., & Reinartz, W. (2018). Campaign Management. In Customer Relationship Management (pp. 207-235). Springer, Berlin, Heidelberg. Lin, A. J., Chen, C. B., & Cheng, F. F. (2018). Virtual Reality Games for Health Care. In MATEC Web of Conferences (Vol. 232, p. 01047). EDP Sciences. Montero, Á., & Aedo, I. (2019). A Toolkit for Creating Cross-Reality Serious Games. In Games and Learning Alliance: 7th International Conference, GALA 2018, Palermo, Italy, December 5-7, 2018, Proceedings (Vol. 11385, p. 297). Springer. Ogawa, S. (2018). U.S. Patent No. 9,904,930. Washington, DC: U.S. Patent and Trademark Office. Park, J. O. (2018). A study on visual tactility and spatial illusion in virtual reality games. Journal of Digital Contents Society, 19(2), 229-236.