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Case Study

Angie Moresky


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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Jordan Waldman


Digital

Nicole Kubinski


Out of Home
Taylor Stone, Alina Anthis
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