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Case Study

Angie Moresky

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Guerrilla marketing campaign to get the mass public excited for the release of Blizzard's action role play game Diablo IV. 

Strategy

Problem: Violent video games have a reputation for being harmful to user’s mental health.

Insight: More than 80% of multiplayer gamers experience some form of toxicity; the most common negative remarks being about gender, race/ethnicity, sexual orientation, religion or ability.

Solution: We have created a campaign in collaboration with TalkSpace encouraging multiplayer gamers to address their mental health in anticipation of the release of Diablo IV.

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Print

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Jordan Waldman

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Digital

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Nicole Kubinski

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Out of Home

Taylor Stone, Alina Anthis

© 2022 by Angela Moresky

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