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SNICKERS
How SNICKERS converted gamers fails into brand loyalty

RAN IN: Russia

CASE VIDEO


Audience: Male and female gamers from 14 to 24 y.o. We decided not to focus on fans of just a one game to get wider reach index. Our idea must have been emotionally relevant for all gamers, regardless of games they play.

Objectives: Case Objectives

Type: B2C

Language: English, Russian

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