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My story is better than your story
This is a terrific piece. One of the things that we don't get enough time to talk about at Campfire is the potential of multiple dimensions of...

- Campfiresteve

My story is better than your story
Mike, thx 4 the post. Nice little piece of perspective on the early B-Movie scene, i wished i could have seen the movie w/ that audience. I also...

- greg christman

My story is better than your story
Daniel, I didn't add emphasis to anyone's words in this post except my own, but I removed them just for you since they didn't really add anything. It's not...

- Mike

My story is better than your story
Adding emphasis doesn't make a thesis (or even a good point). If you're a student, I could probably direct you to some interesting work that might...

- Daniel Cliff

My story is better than your story
This is a great post! I love the story and how Castle thought about the whole viewing experience, not just the product on the screen. I doubt legal...

- Griffin Farley

Sega ESPN: Beta 7

Watch the campaign film for more info (11:25)


Challenge.
Launch a new console video football game in a market dominated by EA Sports Madden NFL football.

Target. Young men ages 12-25 who are video game enthusiasts and football fans.

Solution. Campfire created a three-month live story around one man’s battle to stop SEGA from releasing a dangerous video game, SEGA ESPN NFL Football 2K4. A beta tester for ESPN/SEGA’s new video football game, our protagonist, Beta-7, finds himself passing out and tackling innocent people randomly. Getting no response from SEGA, he launches a campaign through Web sites, message boards, blogs and other media to tell the world that this soon-to-launch video game may be hazardous to your health and well-being. And SEGA fights back…

Media. Consumers engaged with the immersive entertainment experience through guerilla web sites, viral videos, and real world events.

Results.
» The campaign was launched in the middle of 2003 and ran for three months
» Overall 2,225,000 people participated the elements of the campaign
» Average sticky time was 10 minutes 55 seconds
» Despite a late start against industry leader EA, Sega exceeded sales expectations in 2003 by 25% and doubled sales in 2004.
» The Beta-7 campaign won major awards at the Andy Award’s, One Show, The Clios, The Art Director’s Club, as well as an unprecedented three Yahoo! Big Idea Chair Awards.

4 Responses to “Sega ESPN: Beta 7”

  1. Книжный бизнес оживляет виртуальных персонажей - - ЛІГА.Блоги Says:

    Kramer auto Pingback[...] жизни. Такие кампании, как lonelygirl15, The Blair Witch Project и Beta-7 уже стали классикой вирусного маркетинга. Бурно [...]

  2. / / / Says:

    Kramer auto Pingback[...] . , lonelygirl15, The Blair Witch Project Beta-7 . -, [...]

  3. worldwebstudio: Книжный бизнес оживляет виртуальных персонажей Says:

    Kramer auto Pingback[...] жизни. Такие кампании, как lonelygirl15, The Blair Witch Project и Beta-7 уже стали классикой вирусного маркетинга. Бурно [...]

  4. World Web Studio » Blog Archive » Says:

    Kramer auto Pingback[...] . , lonelygirl15, The Blair Witch Project Beta-7 . -, [...]

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