20K
Attendees
300K
Online Impressions
60L
Prize Pool
The Arena By Comic Con and The Esports Clubm Presented by Lenovo, AMD, and Windows 11 - Bengaluru
The Arena at Bengaluru Comic Con was the ideal gamer convention with numerous exciting booths including VR, Mortal Kombat, Just Dance, and a whole lot more.
Introduction
Gaming companies are strategically leveraging India's largest pop culture festival, Comic Con, to enhance engagement opportunities. This strategic move provides numerous benefits, including expanded exposure to a diverse audience, capitalizing on the enthusiasm of festival attendees, and fostering long-term relationships with customers. By actively participating in India's largest pop culture festival, gaming companies can elevate their engagement levels, ultimately boosting brand recognition in the market and creating a sense of unity among gamers from different regions.
Objective
The primary objective is to overcome challenges related to the lack of awareness in the rapidly evolving gaming industry. By participating in events like Comic Con, gaming brands aim to engage with their target audience, showcase their latest offerings, and create an environment that promotes awareness and product visibility. Additionally, the objective is to address limited marketing budgets and stiff competition within the gaming industry.
Background
Comic Con events attract a diverse range of visitors, primarily young adults aged 15 to 35, along with older adults accompanying minors. The crowd includes students and working professionals passionate about comics, graphic novels, anime, manga, and video games. On average, Comic Con India sees about 40,000 attendees per event, providing a substantial platform for gaming brands.
Planning and Execution
To address challenges like lack of awareness, limited marketing budgets, and intense competition, Comic Con India and The Esports Club collaborated to create "The Arena," India's largest gaming and esports event. This initiative aimed to access a vast on-ground audience, offering an exciting gaming and esports experience. The Arena featured 100+ top-of-the-line gaming stations with cutting-edge hardware, immersive gaming experiences, mini esports tournaments, opportunities to meet gaming influencers, and the integration of cosplayers to enhance the overall atmosphere.
Impact and Outcomes
The Arena successfully attracted over 45,000 attendees, featuring 100+ demo stations and generating an average of 3+ hours of engagement per attendee. The event also hosted 40 Key Opinion Leaders (KOLs), creating a significant impact on social media with over 6 million impressions. Notably, a strategic contest implementation, where attendees received vouchers for engagement with gaming brands, drove increased foot traffic to all booths, maximizing return on investment for the 10 participating gaming brands.
Conclusion
The strategic collaboration between Comic Con India and The Esports Club in creating The Arena proved to be a resounding success. By addressing challenges in the gaming industry and capitalizing on the vibrant Comic Con platform, the event not only engaged a massive audience but also provided a unique and immersive experience for attendees. The integration of influencers, cosplayers, and strategic engagement initiatives demonstrated the potential for gaming brands to thrive in diverse and competitive markets.