Communication for companies shaping the future
Communication for companies shaping the future

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Sarota PR
Sarota PR

Campaign for gamers #IAmAGamer

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SAPPHIRE Technology is a global computer hardware vendor. The company specializes in graphics cards which are the most important components from gamers’ point of view.

“SAPPHIRE Technology has a clearly defined strategy for promoting the brand’s values and products among gamers worldwide. We adopted this approach based on our experience in supporting numerous gaming communities, developing products that enhance the gaming experience, and conducting marketing research. The #jestemgraczem campaign provided new insights into this audience while positioning the brand in a way that further strengthened the relationship between SAPPHIRE and gamers in Poland. Our trusted partners at SAROTA PR designed a unique, well-planned, and professionally executed campaign that challenged the status quo. The initiative achieved mass reach, and its success exceeded all our expectations.”

Philip Wynn Jones, Marketing Director,
SAPPHIRE Technology


The #jestemgraczem campaign was launched on October 13, 2014. By November 11, when collection of questionnaires was closed, partners, influencers, and even the respondents encouraged to take part in the study. During this period, the action’s website was viewed almost 300 thousand times, and the questionnaire was filled out by 79,543 people, making #jestemgraczem the largest project of this kind in the world.

The action’s reach in the social media was analyzed with the SentiOne tool. There have been over 7000 mentions (posts, tweets, etc.) related to #jestemgraczem and 94% of them were positive about it. Social plugins on jestemgraczem.com generated 15,894 interactions (one-third of them were shares).

The study results verified the stereotypes about gamers. The proved that a gamer has more friends than an average Pole, participates in the culture more often, is physically active and that games have positive influence on learning foreign languages and teamwork skills. The final 74-page report was downloaded 171,597 times.

The stage of media relations activity still lasted for a few weeks after the study completion. All in all, there were 274 publications on #jestemgraczem, including country-wide TV and radio stations (60), press (18) and online portals (196).

Infographics with the study results were virally spread around the web; in the kwejk.pl portal only it gained 1600 shares. The action was commented by internet celebrities, such as Artur Kurasinski, Pawel Tkaczyk, or Maciej Budzich. The final gala of #jestemgraczem, that was broadcast live on the internet, was watched 6380 people.

The SAPPHIRE Technology brand gained recognition among the gamers community as the initiator and patron of the campaign which allowed for spreading the positive message about gamers. The #jestemgraczem action leaves a solid source material that can be used in current or future discussions on the social and psychological profile of gamers.

#jestemgraczem was mentioned by:

SuperStacja, 1, 3 and 4 Polish Radio stations,Eska, Antyradio, Radio Plus, WAWA radio, RDC radio, Wprost, Gentleman, Do Rzeczy, Dziennik Wschodni Lubelski, Głos Pomorza, Gazeta Współczesna, SuperNowości, CHIP, CRN, CD Action, tvn24.pl, wp.pl, interia.pl, onet.pl, gazeta.pl, wyborcza.pl, antyweb.pl, spidersweb.pl, kwejk.pl

The campaign won in the Technology – Agency category of the prestigious IPRA Golden World Awards 2015.

300,000

campaign page views during the campaign

79,543

completed survey questionnaires

7,000+

social media mentions

94%

positive mentions (SentiOne analysis)

Viral content and influencer engagement

The campaign infographic featuring the study results went viral, with leading online creators joining the conversation.

15,894

interactions on the campaign website

171,597

report downloads

274

media publications

6,380

viewers of the live-streamed finale

International recognition

The campaign was awarded the IPRA Golden World Awards 2015 in the Technology – Agency category.

Changing the narrative around gamers

The study results debunked common stereotypes and presented gamers as socially, culturally, and professionally active individuals, shifting the tone of the public debate.

Strong brand positioning

SAPPHIRE Technology was perceived by the gaming community as the initiator and patron of a positive, credible campaign with significant impact on the community.