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creamglobal

www.creamglobal.com. Jamie Clohesy Commercial manager, Cream jamie@csquared.cc Twitter: jamieclohesy. So what is ?. We enhance your strategic thinking, and help you share and reapply marketing excellence.

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creamglobal

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  1. www.creamglobal.com Jamie Clohesy Commercial manager, Cream jamie@csquared.cc Twitter: jamieclohesy

  2. So what is ? • We enhance your strategic thinking, and help you share and reapply marketing excellence. • Online database of 3,500 of the best examples of marketing innovation . • All case studies are fully searchable. • A global view (14% are from LatAm). • Trend reports – that keep you ahead of the pack. • Expert analysis - that gives you the inside track. • Consultancy, training & bespoke services .

  3. Windowontheworld Case studies from 100 countries Every marketing channel

  4. ANATOMY of a case study • Comprehensive case studies feature a universal template so you can quickly see: • The creative/ showreel. • Campaign facts: brand, category, region, date, agency and media owner. • The marketing challenge and the big idea + Results/ ROI. • More like this.

  5. Amazingsearch results • Powerful search results that give you laser like accuracy • Quickly drill down by brand, region, industry, agency, campaign date, channel and more.. • Search for brilliant campaigns by ROI • Find the answer to your marketing challenge

  6. Shuffle: The inspiration engine • The most popular innovation tool ever made by Cream • Cream shuffle is a random idea generatorthat brings you the most unique and inspiring cases • Each click refreshesyour choice and kick starts your creative thinking • Designed to give you a global view

  7. BACK TO BASICSDebunking the myths of modern marketing Mark St. Andrew Editor, Cream mark@csquared.cc Twitter: MediaMarksy

  8. The myths ● Video is all about being viral ALL WRONG ● Brand communities mean Facebook pages ● Gamification means games on your homepage

  9. BACK TO BASICS The end of viral? • Video rubbernecking: The more successful a piece of viral, the less value its audience has to the content owner. • VIRAL VIDEO • Requires short term attention • Little or no social activity required • Authenticity unimportant • Difficult to duplicate success • Low entry point, high number views • Easily distracted audience • Viral video marketing = • views + shares • SOCIAL VIDEO • Aims for focussed attention • Dependent on conversations • Requires trusted source and message • Successful formulas can be followed • Content targeted to audience needs • Builds a genuinely interested audience • Social video marketing = • views x engagement x value x acquisition

  10. BACK TO BASICS Global content The Date Heineken Wieden + Kennedy Global (phased)

  11. BACK TO BASICS Global content The Date (making of) Heineken Wieden + Kennedy Global (phased) • 8,701,824 views • 250,000 monthly users of Facebook app • Nearly 2 million Facebook fans delivered in 6 months

  12. BACK TO BASICS Creation as campaign Simplify your life AT&T Zoopa/crowdsource US • 286 videos / 43 states • 43 million impressions • 14,000 comments • 350,000 uniques • 36% visitors via sharing

  13. BACK TO BASICS Spotting popular content HP PHILIPS • Commercial tone, cliché concept • 2 million views • Cute, funny • 8000 views (withdrawn)

  14. BACK TO BASICS Brand communities mean Facebook pages • 95% of Facebook users only ever view their Top News feeds • Only 3-7.5% of Facebook users ever see brand posts on their feed • Teenagers rarely revisit a branded Facebook page after joining • 31% teenagers do not want to interact with brands on Facebook

  15. BACK TO BASICS Brand communities mean Facebook pages 41,531,390 FANS 39,021,675 FANS 575 CORE FANS 1,231 CORE FANS Source: Skyttle Friends

  16. BACK TO BASICS • Channels of communication ranked by: • efficiency • trust • relevance • consistency • control • value

  17. BACK TO BASICS Facebook offline Coke village Coca-Cola Publicis Israel • 35,000 updates daily • 650 teenagers • Facebook as a record of real world activity

  18. BACK TO BASICS Facebook as facilitator Puma Social Club Puma Publicis Global • 32 countries • 17 hours of UGC • Puma Q2 sales +14%

  19. BACK TO BASICS No Facebook Underwear Liberation Bjorn Börg Starcom Europe • 1,400 photos submitted • 40 countries • 12% sales increase during campaign period

  20. BACK TO BASICS Gamification means games on your homepage • Brands need to get to grips with game theory, not game design • You are not Sony or Nintendo • Beware of trivialising consumer engagement • Gaming isn’t new

  21. BACK TO BASICS Playing on Climb mount Asgard Berghaus Crab creative Online • + 3,000,000 plays • + 2,000,000 users • Featured clothing lines sold out

  22. BACK TO BASICS Playing mobile Kingmaker Fable III DDB, Play, MediaCom Europe • + 100,000 players • 70% active engagement post-launch • 100% sales increase compared to Fable II

  23. BACK TO BASICS Playing out Boot Tetris Volkswagon DDB, Play, MediaCom Australia • Engaged 17,477 people • Generated 430% more brochure requests than online component • Exceeded sales targets by 25%

  24. BACK TO BASICS A final word on online behaviour

  25. Mark St. Andrew | Editor, Cream mark@csquared.cc|Twitter: MediaMarksy www.creamglobal.com Jamie Clohesy| Commercial manager, Cream jamie@csquared.cc| Twitter: jamieclohesy

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