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Antropomedia Express: Consumer Tribes
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Sports and Games

Sports and Games

Sports and gaming experiences refer to the consumer tribes that build their identity from searching and experimenting with playful moments. It is about those ways of life where people consolidate their identity from the moments of distraction they spend in collective, gaming, sports, and moments of time-out.
Nintendo Music App
Case Studies Film & TV Entertainment Sports and Games

Nintendo Music App

tiers
Gaming Nostalgia, Algorithmic Curation, Digital Archives, Platform Commodification, Sensory Memory, Cultural Preservation
Eureka Eureka
Carlsberg Malaysia
Case Studies Sports and Games Food & Beverage

Carlsberg Malaysia

tiers
Experiential Marketing, Gamification, Sports Fandom, Digital Engagement, Consumer Ritualization, Third-Space Consumption
Eureka Eureka
Heineken & WashEnjoy
Case Studies Food & Beverage Sports and Games Business To Business

Heineken & WashEnjoy

tiers
Temporal Consumption, Ritualistic Spaces, Third Place Marketing, Sportscape Innovation, Nocturnal Consumption Communities, Brand Heterotopias
Eureka Eureka
Coty & Adidas
Case Studies Sports and Games Personal Aesthetics Business To Business

Coty & Adidas

tiers
Sensory Marketing, Emotional Commodification, Sustainable Luxury, Brand Collaboration, Wellness Consumption, Affect Economy
Eureka Eureka
ESPN
Case Studies Sports and Games Technology Film & TV Entertainment

ESPN

tiers
Algorithmic expertise, Sports media, Parasocial relationships, Digital embodiment, Fan engagement, Datafication
Eureka Eureka
Nike & Isamaya Ffrench
Case Studies Personal Aesthetics Fashion and Apparel Sports and Games Business To Business

Nike & Isamaya Ffrench

tiers
Aesthetic consumption, Cultural intermediation, Identity projects, Ritual assemblage, Boundary work, Liminoid consumption
Eureka Eureka
Minecraft & Merlin Entertainments
Case Studies Film & TV Entertainment Sports and Games Business To Business

Minecraft & Merlin Entertainments

tiers
Brand extension, Spatial remedialization, Transmedia storytelling, Ludic consumption, Embodied virtuality, Experiential marketing
Eureka Eureka
Harry’s
Case Studies Health & Wellbeing Sports and Games

Harry’s

tiers
Please capitalize the first letter of each keyword. It is not necessary to send the whole case study, just the keywords.
Eureka Eureka
ESPN & Fortnite
Case Studies Sports and Games Business To Business

ESPN & Fortnite

tiers
Metaverse integration, Transmedia storytelling, Digital convergence, Virtual consumption, Sports gamification, Platform capitalism
Eureka Eureka
Immersive Gamebox & Netflix
Case Studies Film & TV Entertainment Sports and Games Business To Business

Immersive Gamebox & Netflix

tiers
Transmedia Storytelling, Experiential Marketing, Embodied Interaction, Gamification, Physical Computing, Entertainment Convergence
Eureka Eureka
Gamers See Avatars as Identity
Consumer Statistics Sports and Games Personal Aesthetics Technology

Gamers See Avatars as Identity

tiers
Global
Eureka Eureka
Activision
Case Studies Technology Sports and Games

Activision

tiers
Algorithmic governance, digital surveillance, player agency, technical black-boxing, gaming ethics, digital citizenship
Eureka Eureka
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Antropomedia Express: Consumer Tribes
The Encyclopedia of Consumer Tribes.
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