influencers

BetaBeacon
June 9, 2025
- Skich Store uses an intelligent algorithm to recommend games based on user preferences, gameplay habits, and niche genres. - Users can browse game cards in a swipe-based interface inspired by dating apps. - Users can follow friends, influencers, and community-curated gamelists for social game discovery. - Skich Store offers a lower 15% commission rate for developers and is expanding to the UK, Brazil, Japan, and Australia by 2026. - The platform is free to use and offers features such as pre-registration, launch notifications, and tailored updates. - Skich Store has over 120,000 organic monthly visitors and engagement levels 3-5x higher than conventional stores. - Skich Store is backed by GEM Capital and positioning itself as the go-to platform for indie games and transparent discovery.
AppWizard
May 22, 2025
Telegram has launched a contest with a prize pool of 0,000 inviting participants to create a viral video that showcases Telegram's technological innovations compared to WhatsApp. The contest was announced on May 19, 2025, and submissions are due by May 26, 2025. It is open to global participants, with videos required to be in English and suitable for platforms like TikTok and Instagram Reels. The contest allows the use of AI tools and evaluates entries based on clarity, visual impact, meme potential, and virality. Pavel Durov, the founder of Telegram, has publicly accused WhatsApp of smear campaigns and emphasizes Telegram's commitment to privacy and political neutrality, rejecting government requests to censor political content. The contest aims to expand Telegram's user base and engage content creators by promoting its unique features, which include end-to-end encrypted chats, large group chats, bots, and advanced privacy controls. Winners will be announced in June 2025.
AppWizard
May 21, 2025
A mixed reality campaign called ‘The Nether Lands’ promoted ‘A Minecraft Movie’ and positioned Doritos as the ultimate movie snack. The campaign was initiated by United Playgrounds, with creative direction from Fitzroy and real-time activation by Livewall, while immersive tech was developed by Beyond. It launched on March 28 with a full-scale Minecraft portal in Amsterdam’s Museumplein, allowing players to collect resources and battle Piglins using their phones for a chance to win an 18-karat gold Dorito chip worth €1,000. The activation expanded to cinemas, train stations, and over 135 DOOH screens in the Netherlands and Belgium, enabling anyone with a bag of Doritos to access an AR-powered Minecraft adventure. The campaign gained global attention, particularly in Times Square and Piccadilly Circus, and was covered by international media. Key results included 400,000 unique interactions, 42.5 million impressions, a 185% lift in association with “movie nights,” and a 27% increase in brand preference.
AppWizard
May 9, 2025
Social media platforms like TikTok, Instagram, and X have become crucial in shaping audience interactions with films, transforming word-of-mouth marketing into a global phenomenon that can significantly influence a film's box office performance. Audience reactions on social media can enhance a film's reputation, as seen with "A Minecraft Movie," which thrived on positive buzz despite initial skepticism. Conversely, negative feedback can lead to financial underperformance, as demonstrated by Disney's "Snow White." The in-theater experience has also changed, with audience behavior influenced by social media, leading to varied opinions on the impact of chaos during screenings.
AppWizard
April 29, 2025
Two films, “A Minecraft Movie” and “Sinners,” have achieved notable box office success, largely due to their viral presence on social media. “Minecraft” has grossed 6 million globally with a production budget of approximately million, while “Sinners” has earned 2 million with a budget of million. “Sinners” experienced a 6% drop in domestic earnings in its second weekend, indicating growing popularity. The interactive atmosphere of “Minecraft” screenings has drawn comparisons to the “Rocky Horror Picture Show,” with audience engagement being a significant factor in its success. Warner Bros. has responded to audience feedback by adapting marketing strategies for both films, including collaborations with influencers and in-game activations with Mojang Studios. Influencers played a key role in promoting both films, with a focus on engaging diverse demographics. The successes highlight a shift in audience expectations towards interactive and emotionally resonant theater experiences.
AppWizard
April 18, 2025
Warner Bros. Pictures' marketing strategy for A Minecraft Movie focused on engaging the existing fan base and appealing to younger audiences. The campaign included interactive social media experiences, tactile billboards, and cast appearances at gaming events. The film grossed 0 million globally and over 0 million in North America within two weeks of release. The marketing involved collaborations with brands like McDonald's and Adidas, targeting Generation Z, which made up 64% of the audience during the opening weekend. Local-language influencers voiced characters in dubbed versions, and the campaign adapted based on audience feedback. The world premiere occurred in London on March 30, followed by a premiere in Mexico on April 3, generating significant excitement and engagement.
AppWizard
April 18, 2025
PC game publishers are seeking innovative revenue enhancement methods and new audience engagement. Rokky, founded in 2009, has grown from five to around 60 employees and offers a distribution platform that connects game publishers with various digital storefronts, focusing on markets outside Europe. The company collaborates with publishers for content and engages stores for sales, easing the burden on publishers managing multiple relationships. Rokky highlights the potential of untapped markets in China and Asia, where traditional advertising is restricted. They have established connections with local marketing agencies and influencers to navigate these challenges. Andreev advises leveraging influencer partnerships for marketing in China, emphasizing the importance of social media. The grey market poses challenges for publishers, where game keys are resold at inflated prices across regions. Rokky suggests region-locking keys and adjusting pricing strategies based on local economic conditions to mitigate revenue loss from cross-border sales. Andreev envisions a future shift towards seamless activation processes, moving away from traditional key-selling methods to instant activation upon purchase, enhancing the user experience.
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