What worked? How did it work? What did we learn?
The MediaPost Cases focus these three key questions on some of the best examples of successful marketing across channels and segment. These cases explore how brands defined their marketing challenge, conceived, executed and course corrected their solution, and measured results.
Drawing from MediaPost’s live events, awards programs and reporting, MediaPost Cases cut across all of the channels and industry segments we cover. Whether you are looking for what the auto sector is doing in ecommerce or how DTC brands make digital video accountable or other fresh insights, you will find lessons and inspiration from this library of more than 250 cases.
You can search the library by keyword or via the filtering tools here.
Paid members of the Center for Marketing and Media Research (CMMR) get access to the full library, which is refreshed weekly with new case studies. Select cases are available for individual purchase as well.

Gaming is everywhere, and is for everyone. The question is no longer "do you game?", but "what do you play?" How can a range of publishers better understand and capture the many demos and the energy of gaming? Enthusiast Gaming's SVP, Global Head of Sales & Marketing, Amanda Rubin, shares what it has learned about understanding gaming as a social connector, how it innovates in ad products, and opens a door for publishers into Web3/Metaverse futures.

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Waking Up To Gaming
Bud Light's Director of Sports Marketing talks esports opportunities for brands, Bud Light's own strategic approach and how (and how not) to suit up for the virtual game.

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Spider-Man Influencers Spin Web on Twitch, Capturing Gamers
Theatrical ticket data showed gamers comprised 25% of the audience. Historically gamers have proven to be more likely than the general online population to purchase media and entertainment products. Given this, Sony Pictures Entertainment set out to reach this lucrative segment on Twitch; the gamers go to social channel. This was no easy task, since gamers are a tight knit group filled with habitual ad blockers, typically impervious to traditional advertising.

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Subway's Gamified Ads Lead To Very High Conversion Rate
The ads engaged users with hit after hit of reward, and Subway capitalized on this with a post-game call-to-action that prompted users to learn more in a secondary tab.

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Samsung Leverages Gamers' Motivations To Sell Galaxy Note9
The strategy was to use gaming to demonstrate the Note9's hidden traits in the same way gamers revealed their own characteristics.

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HBO Uses Voice To Make 'Westworld' Come Alive
Users play as an unnamed "Westworld" host, and are guided through "choose-your-own-adventure" style gameplay with questions about the "Westworld" universe, spanning 11,000 lines of script with over 60 storylines and 400 potential choices.

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Marvel Contest Of Champions Reels In The Fans
Social content was not just the name of the game as Kabam delivered movie-themed content to Marvel Contest of Champions with the launch of two in-game events per film.

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Honda Acura TLX: Social + VR + AR = Success for AHM
The key to building excitement around this campaign was a comprehensive roll-out across various social channels which started a month before with teaser content.

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Honda Civic Type R: Social + VR + AR = Success for AHM
Honda was looking for a unique way to showcase its racing chops through a campaign that would resonate with its enthusiasts as well as a gaming audience.

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Netflix Gets Eleven-level Powers For 'Stranger Things 2' Boost
When Netflix tasked MediaHub with growing viewership and social conversation for Season 2, they needed Eleven-level powers to make an even greater impact than its initial breakout success.

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