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Sony Online Entertainment (SOE) leveraged Bender/Helper Impact’s gaming and entertainment industry expertise to unveil its high profile new MMOG, DC Universe Online (DCUO) at the 2008 Comic-Con in San Diego. For the first time, comic fans and gamers alike were able to enter the iconic cities of Metropolis and Gotham City to fight with or against legendary DC super heroes and villains including Batman, Superman, Wonder Woman, The Joker and many more.
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Bender/Helper Impact was retained by Kuma Games to satisfy the following business objectives: Establish Kuma Games as a pioneer in episodic games, a new segment in online games and social networking; Educate entertainment and marketing/advertising executives on the business model of episodic gaming and its effectiveness in reaching the elusive 18-34 year old male demographic; Demonstrate how television companies (such as The History Channel) are working with Kuma Games to extend their TV show brands to the online space, utilizing episodic gaming to strengthen their core audience and attract new viewers; Help attract new advertisers and sponsors to Kuma Games’ portfolio of online episodic game properties: “Kuma War,” “Dinohunters” and The History Channel’s “Shoot Out,” and “Dogfights”
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Activision/Red Octane turned to Bender/Helper Impact to represent the immensely popular Guitar Hero franchise. BH/I's primary objectives were the following: Build awareness and purchase intent for Guitar Hero II and Guitar Hero III among target consumers via mass market media coverage; Make Guitar Hero II and Guitar Hero III one of the “must have” gifts for Holiday 2006 and 2007 respectively; Secure media coverage for the title in high profile media outlets (print and broadcast) many of which don’t cover videogames on a regular basis or at all; Make the Guitar Hero franchise a mass market phenomenon, elevating the game to pop culture status.
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B/HI created a comprehensive public relations campaign for Namco’s highly-anticipated, Soul Calibur II, a weapons-based fighting game for the PlayStation®2, Xbox® and Nintendo GameCube®. The campaign kicked off early in the year and built great momentum through the game’s launch and into the holiday season. Generating 50+ million impressions, some of the media coverage highlights included multiple cover stories in the enthusiast publications; awards in national enthusiast and consumer media outlets; reviews and features in top consumer men’s lifestyle magazines; extensive coverage in the top daily newspapers around the country; and tremendous television broadcast coverage.
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