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MediaMarkt
The way entering a subculture increased sales without any mass advertising

RAN IN: Russia

CASE VIDEO


Audience: Russian gamers playing the most popular online games, 12 to 45 years old (desktop/laptop).

Objectives: Communication: Coverage = 8.5 mln; Business: 1) Increase in gaming equipment sales (YY VALUE NET, factoring in the projected growth in the gaming category (ex. gaming consoles)) = 40%; 2) Increase in the mean monthly share of gaming equipment in overall sales = up to 5% (vs. 4% in 2016).

Type: B2C

Language: English, Russian