The Brand Benefits of Publisher Conventions – BlizzCon

Conventions and the video game industry go hand-in-hand: there’s the Penny Arcade Expo (PAX), Germany’s Gamescom, Comic-Cons, and more. Other than QuakeCon (and EA Play this year), it’s rare for publishers to host their own consumer-facing “mega event.” Most companies like Capcom, Ubisoft, and Nintendo share the stage and make special reveals during E3 (which is no longer open to the public) and other general gaming events.

Blizzard Entertainment is not like many companies, though as its 10th annual BlizzCon wrapped on November 4-5 celebrating all of the brand’s biggest franchises. Selling out in roughly 10 minutes, it is safe to say this annual convention is one of the most popular in the industry with no signs of slowing down!

Hosting a convention to promote your own properties and celebrate your fan base can be an extremely effective brand marketing strategy — evidenced by Blizzard. Publisher conventions can make fans feel rewarded, important,and valued. It gives attendees a chance to meet the artists and developers behind their favorite games, creating a personal connection that helps strengthen their brand affinity.

In order to understand why publishers should host conventions of their own, TriplePoint takes a look at what makes BlizzCon an impressive marketing tool, unique from other experiences, and what other companies can do to provide that same value. TriplePoint has taken all of this into account and has established five key BlizzCon 2016 brand marketing takeaways:

 

Surprising Announcements / Unique Information Distribution Structure

Each year, BlizzCon is home to new reveals and big surprises surrounding its IPs (World of Warcraft, Starcraft, Diablo, Hearthstone, Heroes of the Storm, and Overwatch). Key highlights from this year’s BlizzCon included the eagerly awaited new Overwatch hero, Sombra, the Overwatch League announcement, Diablo 3’s upcoming Necromancer class, and Hearthstone’s new expansion Gadgetzan, and more. Interestingly enough this year Blizzard chose to separate its product news from esports news, with product on the first day and esports on the following day.

Blizzard’s strategy to lead its announcements with product news is because unlike product, which has more timing flexibility, esports stories need time to develop — tournaments need to be played and winners need to be determined. Having designated days for both types of stories ensures a steady flow of information for the press and consumers. Press will have enough time to cover, news will be easier to digest, and information won’t get lost — they can dominate the news cycle.

 

Watch the Best of the Best Play

Esports are another unique aspect of BlizzCon that is surprisingly not explored by other video game conventions.The best players from around the world gather to BlizzCon to showcase their skills and compete for huge prizes. The convention center is split into several parts where each space is devoted to specific tournaments in Blizzard’s gaming library. Having world championship tournaments during BlizzCon generates tournament results and team interview coverage, fandom, and an overall event spectacle.

 

Green screen by PhotoBoothless, find out more at http://www.photoboothless.com/

Network with Industry Professionals

BlizzCon serves as a mecca, drawing in fans from all over the world and from different backgrounds. Since there is something for everyone, BlizzCon was filled with cosplayers, community managers, artists, press, developers, representatives from other games, tech companies and more. BlizzCon is a dense concentration of video game industry professionals and offers immense opportunity to connect with key industry players.

 

Get Up Close and Personal with Devs and Artists

One of BlizzCon’s greatest strengths is being able to generate a personal connection with fans through intimate events like Signing Areas and Q&A’s. Often times at conventions developers have little time to talk about their games, only showing cutscenes and trailers of games without being able to provide details on other aspects — not the case at BlizzCon. Not only should developers and artists interact with press, but the community itself is just as crucial. Q&A’s set time aside for the community and helps them understand where developers and artists are coming from when designing a game. Blizzard understands this and does it well.

 

Hands-On Experiences

BlizzCon had many demo stations for Blizzard’s key titles, filled with new content yet to be released to the public. This concept is not new for video game conventions, but BlizzCon has the advantage of knowing virtually all consumers will be interested in all demo stations; therefore can optimize and personalize the content for the trade show attendees (vs. a content free-for-all at an event such as PAX). BlizzCon’s demo stations allow players to take their time, experience the new changes implemented into franchises they are deeply invested in, and provide valuable feedback. Sure, companies can host events for press to test a demo, but it’s equally important for the game’s community to experience it. It brings insight from different skill levels and backgrounds as well as tests what works and doesn’t work with its most important stakeholders — the fans.

 

Red Shirt Guy!

BlizzCon is a celebration of not only Blizzard’s video games but also its dedicated community they’ve cultivated for many years. Conventions can serve as an effective marketing tool, providing long-term value and building faith with your audience. In the end, players want games to succeed and to have fun. Personalized trade events such as BlizzCon are a great way to connect and celebrate with the fans.

 

TriplePoints of Interest – Week of August 24

The eSports gods have spoken: watching the tournaments on streams is a hit and more! Check out the awesome statistics from the eSports tournaments of the past weekend as well as some interesting insight of how much time Americans REALLY spend on their phones and playing games.

Counter-Strike: Global Phenomenon

The stream numbers are in and VentureBeat reports over 27 million people tuned in to watch the Counter-Strike: Global Offensive tournament at ESL One and noted that while Evo 2015 only received 248,000 peak concurrent viewers, it still saw a 75% increase from last year’s numbers. Writer, Jeff Grubb, notes that this signals a diversification of eSports content seeing brands other than Dota 2 and League of Legends grow at such a high rate.

Pass the blood samples

Two major eSports tournaments wrapped up this weekend: League of Legends North American LCS Summer Finals in New York City and ESL One in Cologne, Germany. PC World takes a look at the first tournament where ESL began testing players for drug use. Writer, John Gaudiosi, discusses the mixed reactions from fans and notes that other organizations like Major League Gaming and Riot Games have yet to implement such procedures.

Conventions got snug and cozy this year

GamesIndustry.biz takes a look at the move of Gamescom to earlier in the month of August, setting it less than 2 months after E3, and causing Nintendo to cancel their press conference and Sony moving their presence to Paris Games Week. While this meant press schedules becoming more compressed, writer, Dan Pearson, notes that this gave an opportunity for Microsoft to garner most of the press attention during Gamescom thanks to maintaining their presence at the show despite tight scheduling.

Smartphone addictions continue!

Yahoo analytics firm, Flurry, released data relating to US smartphone use and how it relates to the time spent gaming. GamesIndustry.biz reports that although time spent on smartphones has risen 35%, the amount of time spent gaming has halved. Writer, Dan Pearson says, “Flurry attributes this shift to three major factors: a lack of new hit games, with the top grossing charts remaining static; the rise of spectator gaming, as gamers spend more time learning by watching streaming services rather than playing; and the unwillingness of players to spend time grinding their way through games, instead paying their way to content via free-to-play mechanisms.”

Photo from ESL

TriplePoints of Interest – Week of July 20

This week, we learned that the eSports world ruled players CAN gain an unfair advantage competing in video games by using drugs prescribed for ADHD. We also learned a new way developers are making their games as an outlet for creativity for their fans. Games can and do make you an artist!

eSports pros draw First Blood for drug tests

Electronic Sports League (ESL), the world’s largest eSports organization, announced they will implement new policies in the wake of an Adderall abuse scandal that broke out at IEM Katowice’s Counter-Strike: Global Offensive tournament. VICE Motherboard reports that ESL will soon require drug abuse policing, education, and prevention among participants, but will not punish teams who have since been accused of drug use at previous events.

The Art of Video Games…and Gaming

Outpost Games CEO, Sachin Pansuria, told GamesIndustry International that their business model will treat gamers not as consumers, but as performers and creators of content. They seek to create games that play on a gamer’s skill and creativity, making the game a creative outlet, and not just roll out DLC in hopes to keep players interested. Others in the industry share Outpost’s sentiments as they just secured $6.2 million in funding from Benchmark!

Gamescom survival guide!

Heading to Europe’s largest video game show next month? Amsterdam’s tinyBuild Games, veterans of Gamescom, provided a list of tactics on Gamasutra for how to make your booth showing the best yet! Tips include how to structure your booth so it’s welcoming to attendees and how to reward attendees for stopping by!

Photo from TeamLiquid.net