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Sunday
Nov072010

XFX 2118 A.D. Campaign

Although we, along with many gamers out there, continue to complain like proverbial children on the long road to true intreactive gaming, asking "are we there yet" isn't going to speed up graphic and gaming technology anymore than it already is. However, the most recent development in ATI graphics technologies, while seemingly minute, may be a grand step towards tomorrows gaming experience. 

To capture this technological advancement, CRISP decides to take gamers on a journey over 100 years in to the future to give them a humorous glimpse into the gaming technologies of 2118 A.D. XFX pokes fun at them selves and the gaming industry by portraying themselves as some future multi-national congomerate out to take over the world and humanity one cybergenic surgery at a time. 

To capture this vision of the future, CRISP created an advertising campaign promoting a fictious future XFX product called the optic implant which requires surgery all for the love of video games. Who wouldn't do it right? After all how real is reality any how? Additionally, to compliment this futuristic perspective, a series of spoof commercials were created that promoted a varieity of XFX services that might be available in the year 2118 A.D. These wacky services included virtual reality, child military boot camps, and bionic implants.

A faux website was also created for the XFX 2118 A.D. campaign to give people a glimpse into what XFX might look like in the distant future. It incorporates XFX's futuristic brand identity and a slew of new brand products including "military weapons research" to name a few. The site athttp://www.xfxforce.com/2118AD was also a portal for let people view all current and upcoming video trailers, and most importantly register for more information.

While this is all fun and games, there is an important message behind it all, XFX wants to remind gamers that no matter how rediculous and amazing gaming technology becomes in the distant future, it had to begin somewhere, and that somewhere could literally be today. This small step for gaming may be a giant leap for semi-human-kind.

Overall, the campagin was one of the most successful single marketing efforts in the past few years accounting for nearly 30% of the total over 1 Million registered users. It has also been well received by the gaming community with praise for XFX's humorous antics, yet it may have been too convincing considering a number of people have asked quite seriously when the implant would be come available. Sadly we must confess, it was all a joke.

Sunday
Nov072010

Licensed to Kill

Growing Videogame Industry Seeks Star Power

by Ellen Sheng of DOW JONES NEWSWIRES 

NEW YORK (Dow Jones)--Jonathan Wendel travels the world to compete in tournaments, hawking his own line of branded products to his legions of star-struck fans.

Not bad for a 25-year-old guy who plays videogames for a living.

Wendel, also known as "Fatal1ty," is shaping himself into the Michael Jordan of the gaming world. When he isn't busy gaming, he is out promoting his gaming equipment. Next up, he hopes, are gigs for the makers of shoes, shirts and sodas. He is already pulling in six figures on deals because gaming is an easy sell to marketers desperately try to reach the gaming world's 14- to 34-year-old demographic.

To be sure, the concept of playing games for a living is still pretty new - Wendel is a pioneer among a handful of others who actually make a living at it. But their numbers are growing. In South Korea, professional gamers enjoy star status, even insuring their fingers.

The videogame industry worldwide is an estimated $29 billion business, counting hardware and software, according to DFC Intelligence, a San Diego-based interactive entertainment firm. NPD Group, a research firm based in Port Washington, N.Y., estimates U.S. sales at $11.9 billion. That is huge when you compare it to the National Football League, which reported roughly $6 billion in annual revenue last year. That reflects the sport's international scope and year-round playing season.

"Gaming is the No. 1 recreational activity for probably 80% of youth of the world," said Sundance DiGiovanni, co-founder of Major League Gaming, a New York-based professional videogame league. Looking at youth culture and understanding the competitive nature of people, the rise of videogaming as a sport "makes a ton of sense," he said.

"What has happened is, we have a sport that has given rise to competition, and that competition in itself is creating a celebrity," said Tony Crisp of CRISP Brand Agency, a marketing firm that has been working on a Fatal1ty branded product.

Videogaming is going through a rapid revolution because of communication through chat rooms, connected player groups and email.

"What took skateboarding 20 to 30 years to finally cultivate their Tony Hawk is taking videogaming only 10 years," Crisp said. 

Corporate Support 

Videogaming has a leg up on other sports when it comes to sponsorships. Unlike, say surfing or skateboarding, videogames have a built-in base of corporate support. The games are created by and played on products made by Sony Corp. (SNE), Microsoft Corp. (MSFT), Electronic Arts Inc. (ERTS), Intel Corp. (INTC), Nvidia Corp. (NVDA) and Dell Inc. (DELL), to name a few.

From a corporate perspective, gaming appeals to the "ultimate consumer" - the 14 to 34 demographic with money to burn, said Mark Walden, marketing director at Auravision, which makes a Fatal1ty-branded keyboard and also serves as Fatal1ty's master licenser.

"These are all young people, male and female, who are not watching TV, not going to movie theaters...they all play videogames," he said.

For now, companies are sponsoring events and teams. But recent deals show that companies are willing to put up money in order to position themselves in the growing marketplace. Dell, the world's largest computer maker, bought Alienware, a custom PC builder targeting serious gamers, earlier this year for an undisclosed amount, estimated to be under $300 million.

Even companies in industries only tangentially related to gaming are showing interest. Boost Mobile signed a multiyear sponsorship deal with Major League Gaming under which players will use Boost phones with Boost walkie talkies to chat with teammates during events. DirecTV Group Inc. (DTV), a satellite TV provider, said it will air the Championship Gaming Invitational, which has supporters such as Microsoft, Mountain Dew, Fox Interactive Media and Best Buy Co. (BBY). 

The Magic Touch 

In addition, like other sports, videogaming is creating a cult of personality. Major League Gaming now represents some 150 players. Among the league's ranks is 19-year-old Tom Taylor, also known as "TSquared," who was featured in Stuff Magazine's "Successful under 30s" list this year. He currently has a contract with Major League Gaming worth at least $250,000 over three years. That's on top of his tournament winnings.

By far, Wendel is the most successful of the group. His business relationships are already making the majority of his income. Royalties from licensing agreements were double the $231,000 he pulled in from winning tournaments last year. The evolution from gamer to entrepreneur seemed the next logical step for Wendel. He started by selling mousepads four years ago when he was already famous in underground gaming culture.

He bought several cases of extra-large neoprene mousepads measuring more than two feet square, which he dubbed the "Fat Pad." He ended up selling all of the Fat Pads within a day or two, and he made $50,000 in five months just from sales of mousepads.

From there, "I saw an opportunity to start a lifestyle brand," he said. Wendel started contacting more companies and incorporated Fatal1ty Inc. in his home state of Missouri. He did more than lend his name, he also influenced how the products were made.

For example, Creative Labs Inc., a Singapore-based equipment maker, worked closely with him to redesign a gaming mouse. Everything from the shape of the mouse to where the buttons are placed was considered "so aspiring professional gamers could try to emulate the gaming rig of the world's biggest gamer," said Phil O'Shaughnessy, a spokesman for Creative Labs.

Wendel now has four partnerships with computer-equipment makers and about a dozen products in the works. Wendel isn't stopping at gaming products. He has a publishing deal in the works and his licenser, Walden, envisions a clothing line. Sound far-fetched? Walden, who has decades of experience marketing the surfing brand Body Glove, oversaw that company's expansion from wetsuits into women's fashion and even electronic gear.

"I definitely see the Fatal1ty brand becoming more mainstream," Wendel said. But he isn't giving up his day job just yet. Wendel won the Cyberathlete Professional League's World Tour Finals championship last year, bagging $150,000 in prize money. 

www.fatal1ty.com

Sunday
Nov072010

Absolutely Nothing Lost in Translation


XFX Goes Global; Sees 49% Annual Growth in Gross Profits

Once just a division of a somewhat obscure Chinese OEM manufacturer, XFX is now a well-known global consumer brand. What led to such a dramatic transformation? Great products, properly marketed. With CRISP’s full-service integrated and measured marketing know-how, we’ve helped XFX make the transformation from unknown to in-demand global consumer brand in less than five years. Today, the XFX brand is popular in the U.S.A., UK, Germany, China, Japan, Korea, Brazil and India, as evidenced by last year’s revenue of $250,000,000 and 49% growth in gross profits.

Bottom Line: Happy consumers and happier stockholders.

www.xfxforce.com

Sunday
Nov072010

Reality PC

"Extreme PC Garage" Takes Reality TV To the Ethernet

Video gamers are too busy on their computers to be couch potato TV-watchers. So, what’s the best way to get a message to them? Create a reality TV show, shown exclusively on the Internet. Feature a techno-geek crew that speaks their language, and then do the unimaginable: transform a lackluster, run-of-the-mill PC into a faster-than-lightning, tricked out work of art. Impossible? No. Twisted? Not really. Mind-bending? Yes, if you’re a video gamer. How do we know? Over 1,000 unique clicks per day to watch the debut episode. Creating integrated marketing tools that work is just another day on the job at the CRISP think tank.

Ready to tune in to your target audience?

www.extremepcgarage.com

Sunday
Nov072010

Spinning a Stronger Web

Nestlé Captures It's Target Audience

Just because you’re a multi-billion-dollar company doesn’t mean that marketing comes naturally—especially when it comes to digital media. Although Nestlé works with some of the biggest agencies in the world, it came to CRISP when it needed an effective and engaging online marketing solution. CRISP transformed Nestlé’s “Very Best In Youth” community outreach program into a national Internet touchstone that organically grew participation and community interest. Today, this vibrant site is an important link for past, present and potential winners, as well as their parents and friends. Which gives this global corporation something that even it can’t buy: priceless exposure.

What kind of Web program would you like to spin?

www.nestle-verybestinyouth.com