inside hasbro's content strategy - digiday content marketing summit, half moon bay, ca - 8/3/15
TRANSCRIPT
Created in 1935 on a kitchen table Mo
re tha
n 1B ga
me
s pla
yed Available in 111 countries, 43 languages M
ore
tha
n 27
5M g
am
es
sold
Global Cats and Dogs
There are 194 total known countries in the
world 185 countries voted!
The Cat received 31% of the vote
The Dog received
29% of the vote
Firsts
First ever global and socially based
promotion
Quantifiable sales results
RESULTS
Year 2: Fans wrote the rules!
Year 3: Fans decided the entire game!
A WHOLE NEW GAME
THREE YEARS OF AUTHORSHIP
Branded experiences
Start with an insight Enroll fans to create & share
Be engaging- focus on 2 way communication
Turn it into a narrative
SUMMARY
Be clear- tell fans what you want them to do
Platforms are agnostic. Use many/all to scale personal 1:1
attention to all fans