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Dan Ciccone

Member since February 2015

I am very excited to announce my newest venture with the launch of STACKED Entertainment which will focus solely on talent management for esports and gaming personalities and content development within the space as well. As the landscape has evolved quickly over the past couple of years, so have the needs of the pro players and the need for content that goes beyond the typical player profile. We’ll be working with some of the best content developers in the space and have a great network for distribution to make sure that content gets in front of the right audience. If you are looking for an esports or gaming personality to champion your product, or you are in need of some original content to entertain this highly engaged fan base, be sure to hit me up in my new role.

Articles by Dan All articles by Dan

  • ESports - Time To Unionize in Marketing: Sports on 09/06/2016

    This past week, ESPN published Activision CEO Eric Hirshberg's remarks on Call of Duty's eSports efforts. He attributes much success to the pro players - "They give you the momentum of a story: a beginning, middle and end. Those narratives are what fuel an interest in sports. People love watching the best players in the world play the game they love."

  • What ESports Athletes (And LeBron James) Know About Content Marketing in Marketing: Sports on 12/01/2015

    Picture this: a superstar athlete enters the arena to thousands of screaming fans, millions more watch at home, legions following along on second screens or live-weeting the experience - high stakes, high engagement. You wouldn't be faulted for calling to mind an image of LeBron James, but you wouldn't be inaccurate in thinking of a superstar competitive gamer like Seth "Scump" Abner, either.

Comments by Dan All comments by Dan

  • A Changed World Means The Ad Industry Must Also Change How Video Is Bought And Sold by David Cohen and Randall Rothenberg (MediaDailyNews on 05/08/2020)

    Can't modify my comment, but was strictly speaking about linear and should  have been more clear ;)

  • A Changed World Means The Ad Industry Must Also Change How Video Is Bought And Sold by David Cohen and Randall Rothenberg (MediaDailyNews on 05/08/2020)

    Respectfully, none of these mean anything as long as there are 6 minute commercial pods that the industry forced on us many years ago.  My 78 year old parents stopped watching linear TV years ago.  If you can't keep the attention of a 75 year old, you're definitely not going to keep the attention of a coveted 18-34 year old.Outside of live sports and news, COVID 19 likely put the final nail in linear TV's coffin and network execs only have themselves to blame.

  • Companies Told: Stop Sending 'A Message From Our CEO' Emails by Ray Schultz (Email Marketing Daily on 03/23/2020)

    :::::::slow golf clap:::::So many of these emails are totally off-the-mark or totally inappropriate.

  • Gaming's Pendulum Will Swing Back To Destination Experiences by Brad Nierenberg (Marketing Insider on 03/19/2020)

    People gathered at arcades decades ago because those were the only places to play video games.  As home consoles took over in the market and graphics became better, we saw the arcades close almost as quickly as they popped up.There are already dedicated "come to play" lounges in many markets, however, any brand activations would need to be coordinated with the local owner and it's extremely fragmented.There is a ton of white space for esports events that are guaranteed to attract fans/consumers and brands should be focused on what already exists in the marketplace vs. trying to chase a potential future opportunity that will have limited engagement.  We won't see 100s or 1,000s of kids gathering in places to practice and play on a scheduled basis when they can coordinate their video game play and socializing from the comfort of their homes.

  • The Super Bowl Is A Super Waste Of Ad Dollars by Elijah Schneider (MAD on 02/11/2020)

    The ads get TONS of free play across news outlets  and social sharing generating millions of additional views and engagements  - I don't see that equation in your analysis - earned media brings those CPMs way down. what other appointment TV opportunities are there to just watch commercials - many viewers are there just for the commercials - an advertiser's dream.How many TV events are there when all the talk the next day at the office is about the ads?  The super bowl is not a "media buy."  It's probably the only media event that is hyped before, during, and and after the event and one of the few sporting events that inspires change and simultaneously celebrates and creates pop culture. It's not a media buy.   So it's a super waste is you don't understand the opportunity    

  • Will Streaming And Media Concentration Lead To Another Vast Wasteland? by Marilyn Greenwald (Television News Daily on 12/05/2019)

    The incorrect assumption here is that "watching TV" is still taking place in a traditional sense and the average viewer is relying on the major media companies to feed them content.  Watching TV for many under the age of 30 is streaming Twitch or YouTube where there are thousands of individuals and small companies that are creating content these young viewers enjoy."Watching TV" has been going through a seismic evolution for the past 10 years and has accelerated over the past 3-4.  OTT is a major disruptor, but it's not the only disruptor and many media agencies are still woefully behind in addressing this with their clients.

  • Analyst: Rising Esports' Young Viewing Will Hurt Traditional Media by Wayne Friedman (Television News Daily on 08/29/2019)

    The disruptions started many years ago.  The esports viewing audience, and gamertainment as I like to call it, has been significant for roughly the past 5-7 years.  So the observation is very late to say the least."It is not just traditional media that could be in danger of losing audiences -- but also existing and new OTT digital video business. “It’s a problem for all these over-the-top services,” she says."  To this, I would suggest that you are out of touch with the audience and the observation is meritless.  The esports audience shares media and content like no other generation and has helped to perpetuate binge watching.  They don't have patience for linear TV (she got this right) and all of the interruptions - and quite frankly, neither does my 78 year old father - who does?  However, on-demand and platforms like Netflix are benefitting as the gaming audience in particular shares and discusses a ton of content - especially OTT platforms.Regarding how gambling is going to help grow the audiece and perpetuate disruption, I could not disagree more, but that's a whole other can of worms.

  • What Marketers Can Learn From The 'Fortnite' World Cup by Javier Güemes (Marketing Insider on 08/28/2019)

    There are a few flaws in this article.  First, it is the influencers who found Fortnite and blew it up.  Epic did not initially go out and hire these influencers to promote the game.  Individuals like Dr. Disrespect and Ninja introduced their massive audiences to Fortnite, not the other way around.Second, "the influence and power of gamers has surpassed any expectations."  This is not true.  I have been in the gaming industry for over a decade, and 15 years in, there are still misconceptions and stereotypes driven by the media that are just that, misconceptions and stereotypes.  The huge audience and entertainment value in streaming has been around for years.Finally, all advertising/marketing should be authentic to the audience. The gaming audience is no different.  Messaging doesn't have to be organic.  It just has to make sense for the audience.I would argue that Fortnite, with the aid of recognizable figures like Ninja, helped parents finally understand that gaming is a very social endeavor.  Parents finally realized their kids are not alone in their room on a computer - they are actually online with lots of friends and socializing in a different way than what their parents had originally thought.

  • Why Aren't More Brands In Gaming Space? by Brad Nierenberg (Marketing Insider on 08/21/2019)

    "as mainly a very young person's medium and that's not the core target of many advertisers."No idea where you are getting your research, but advertisers have been targeting 18-34 year olds for decades.  Arguably, gaming offers the most reliable way to reach this demographic.As far as your comment about violent content, again, outdated perception not understanding the industry or the audience.  The majority of top grossing movies are very violent.  They have been for years.  But for whatever reason, violence is used as an excuse not to engage the audience.  

  • Why Aren't More Brands In Gaming Space? by Brad Nierenberg (Marketing Insider on 08/21/2019)

    Gaming is as ubiquitous a word as "sports."  Do your research.  Start with the audience, not the IP.  Get people who know the space to help.

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