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Yasheaka Oakley
8 December 2012

Master of Arts in Journalism & Mass
Communications – Public Relations
Kent State University
About Yasheaka
 Cheyney University, 2011
    Bachelor of Arts in
     Communication Arts
        Public Relations
        Minor - Graphic Design
 Kent State University, 2014
    Master of Arts in Journalism
     & Mass Communications
        Public Relations
 Public Relations          Social Media
    Content Development       Facebook
    Media Relations           Google+
 Online Marketing             LinkedIn
    Email Marketing           Twitter
    Web Management            WordPress Blogging
Introduction
 This presentation summarizes information from
  Building the Angry Birds Brand, a research
  paper by Yasheaka Oakley.

 It will analyze the public relations and marketing
  strategies of Rovio Entertainment’s Angry Birds
  franchise from 2009 to 2012 by highlighting
  Rovio’s ability to successfully differentiate its brand
  and collaborate with partners as described by
  Marty Neumeier in his book, The Brand Gap.
An Innovative Leap
                                               Cousins Mikael and
                                               Niklas Hed playing
                                               with Angry Birds
                                               plush toys at Rovio
                                               Entertainment, Ltd.’s
                                               headquarters in
                                               Espoo, Finland.




 By 2009, Rovio Entertainment had already released 52
  failed games and was on the verge of bankruptcy.
 In 2009, they invested more than €100,000 (~$130,970) into
  the development and release of the Angry Birds game
A Slow Start
 Ignored by major mobile markets (like the U.S.
  and U.K.), Rovio redirected its marketing strategy
 to target smaller App Store markets to increase
 popularity
   The U.K. App Store offers to feature Angry Birds as
    Apple’s Game of the Week during the 2nd week of
    February 2010
Media-Rich Advertising
“Campaigns using rich-                 To prepare for the Game
    media-with-video                   of the Week feature,
   advertising formats                 Rovio produced:
[like YouTube] have the                  More than 40 additional
    largest significant                   Angry Birds levels
increase in aided brand                  Built a free Angry Birds
      awareness and                       lite version for iPhones
        exposure.”                       Designed and released a
             -Spalding et. al(2009)
                                          YouTube trailer to
                                          promote the game
Aviation Domination
  Angry Birds
 became the #1
 downloaded
mobile game in
 the U.K., U.S.,
and Chinese app
    markets

     On May 9, 2012, Rovio celebrated Angry Bird’s one
billionth download by releasing a YouTube video entitled,
           “1 BILLION Angry Birds downloads!”
What Makes it a Good Game?
 Addictiveness    “A good game
 Cheap or Free
                  has to be easy to
 Portability
 Simplicity
                    pick up and
                   play, but hard
                     to master.”
                                   -  Mikael Hed,
                       CEO of Rovio Entertainment.
What Makes it a Good Brand?
     “No decision           Instead of using Angry
    should be made           Birds’ success to launch
                                a new game, Rovio
     without asking
                               convert the company
     ‘will it help or        into an entertainment
    hurt the brand?’”         media company and
-   Marty Neumeier (2006)
                                focused on turning
                                Angry Birds into an
                                  entertainment
                                     franchise.
6 Angry Birds Themed Editions




  Angry Birds            Angry Birds Space
  Angry Birds Seasons    Angry Birds Magic
  Angry Birds Rio        Angry Birds Star Wars®
A Nest of Opportunities
   Over 200 licensing                Themed editions and
  partnerships to ensure          custom applications of the
     the brand remains             flagship game extend the
 “creative and focused on             brand “further and
 entertaining our millions           further into popular
  of fans by continuously             consciousness” as a
    developing new and               cultural phenomenon
 innovative products and
          services.”                             -   C. Stevens (2011)


                 -   Mikael Hed
Increased Time with the Brand
  The goal is to                 Digital Media
                                    Animated TV series on
 “create physical                    Nickelodeon
 goods that drive                   Games on various mobile
                                     platforms and game
 more time spent                     consoles
  with the video                 Physical Goods
                                    Merchandise
 games, and vice
                                    Food, drinks, etc.
      versa.”                    Entertainment
        -   Peter Vesterbacka       Playgrounds, activity and
                                     amusement parks
Angry Birds Land
                Real-world playgrounds,
                 activity parks and
                 amusement parks called
                 Angry Birds Land
                More than 20
                 playgrounds open in
                 Finland and Britain, with
                 another park anticipated
                 to open in Haining,
                 China in 2013
Angry Birds Soda




 In just 8 months, Angry Birds  7.5 million cans sold in
  soda is outselling Coca-Cola    Finnish markets, with the
  and Pepsi in Finland, making    expectation to export to
  it the country’s most popular   Australia and New Zealand
  drink                           soon
A Living Brand
 A strong brand requires
 that employees understand
 customer expectations
   Rovio employees are         “A living brand is a
    surrounded by Angry Birds       never-ending
    memorabilia
   Conference rooms are
                                   play, and every
    named after hallmark            person in the
    characters                     company is an
   Understand why
    consumers enjoy the                 actor.”
    product                                -   Marty Neumeier
Fun Facts
                                    Angry Birds players
                                     spend more than 300
                                     million minutes
                                     playing the game and
                                     interacting with in-game
                                     advertising
                                    About 30% of Rovio’s
                                     sales are physical
                                     goods, like the 1 million
Infographic by IGN Entertainment




                                     plush toys and t-shirts
                                     sold each month
In May 2012, Rovio Entertainment
 reported annual revenues of €75.4
     million (~$106.3M) for 2011

Analysts speculate
that the company
will launch a public
IPO of $8-9 billion
                Sramana Mitra
Additional Research
 To read the full research paper, Building the Angry
 Birds Brand by Yasheaka Oakley, please visit the
 following link
   Discusses: Differentiating the brand, collaborating
    with corporate partners, internal branding, Angry
    Birds addiction, and much more.

              http://bit.ly/11T2PDU
Connect with Yasheaka
 Facebook.com/YOakelyPR
 LinkedIn.com/in/YOakley
 Twitter.com/YOakleyPR
 Google search “Yasheaka
  Oakley”
 Sign up for my FREE public
  relations e-newsletter:
 http://eepurl.com/oD_-T
References
 Rovio Entertainment, Ltd.
  http://www.rovio.com/
 Spalding, L. et. al. (2009). “How rich-
  media video technology boosts branding
  goals: different online advertising formats
  drive different brand-performance
  metrics.” Journal of Advertising Research
  49, no. 3: 285-292.
 “With new products, Rovio seeks to
  maintain explosive growth.” Sramana
  Mitra, 5 June 2012.
 Neumeier, M. (2006). The Brand Gap: how
  to bridge the distance between business
  strategy and design. New Riders: Berkeley,
  CA.
 Stevens, C. (2011). Appilionaires: secrets
  from developers who struck it rich on the
  app store. John Wiley & Sons: New York,
  224.
  books.google.com/books?isbn=1119978645.

             A complete list of references is available within the full research paper.

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Building the Angry Birds Brand

  • 1. Yasheaka Oakley 8 December 2012 Master of Arts in Journalism & Mass Communications – Public Relations Kent State University
  • 2. About Yasheaka  Cheyney University, 2011  Bachelor of Arts in Communication Arts  Public Relations  Minor - Graphic Design  Kent State University, 2014  Master of Arts in Journalism & Mass Communications  Public Relations
  • 3.  Public Relations  Social Media  Content Development  Facebook  Media Relations  Google+  Online Marketing  LinkedIn  Email Marketing  Twitter  Web Management  WordPress Blogging
  • 4. Introduction  This presentation summarizes information from Building the Angry Birds Brand, a research paper by Yasheaka Oakley.  It will analyze the public relations and marketing strategies of Rovio Entertainment’s Angry Birds franchise from 2009 to 2012 by highlighting Rovio’s ability to successfully differentiate its brand and collaborate with partners as described by Marty Neumeier in his book, The Brand Gap.
  • 5.
  • 6. An Innovative Leap Cousins Mikael and Niklas Hed playing with Angry Birds plush toys at Rovio Entertainment, Ltd.’s headquarters in Espoo, Finland.  By 2009, Rovio Entertainment had already released 52 failed games and was on the verge of bankruptcy.  In 2009, they invested more than €100,000 (~$130,970) into the development and release of the Angry Birds game
  • 7. A Slow Start  Ignored by major mobile markets (like the U.S. and U.K.), Rovio redirected its marketing strategy to target smaller App Store markets to increase popularity  The U.K. App Store offers to feature Angry Birds as Apple’s Game of the Week during the 2nd week of February 2010
  • 8. Media-Rich Advertising “Campaigns using rich-  To prepare for the Game media-with-video of the Week feature, advertising formats Rovio produced: [like YouTube] have the  More than 40 additional largest significant Angry Birds levels increase in aided brand  Built a free Angry Birds awareness and lite version for iPhones exposure.”  Designed and released a -Spalding et. al(2009) YouTube trailer to promote the game
  • 9. Aviation Domination Angry Birds became the #1 downloaded mobile game in the U.K., U.S., and Chinese app markets On May 9, 2012, Rovio celebrated Angry Bird’s one billionth download by releasing a YouTube video entitled, “1 BILLION Angry Birds downloads!”
  • 10.
  • 11. What Makes it a Good Game?  Addictiveness “A good game  Cheap or Free has to be easy to  Portability  Simplicity pick up and play, but hard to master.” - Mikael Hed, CEO of Rovio Entertainment.
  • 12. What Makes it a Good Brand? “No decision Instead of using Angry should be made Birds’ success to launch a new game, Rovio without asking convert the company ‘will it help or into an entertainment hurt the brand?’” media company and - Marty Neumeier (2006) focused on turning Angry Birds into an entertainment franchise.
  • 13. 6 Angry Birds Themed Editions  Angry Birds  Angry Birds Space  Angry Birds Seasons  Angry Birds Magic  Angry Birds Rio  Angry Birds Star Wars®
  • 14.
  • 15. A Nest of Opportunities Over 200 licensing Themed editions and partnerships to ensure custom applications of the the brand remains flagship game extend the “creative and focused on brand “further and entertaining our millions further into popular of fans by continuously consciousness” as a developing new and cultural phenomenon innovative products and services.” - C. Stevens (2011) - Mikael Hed
  • 16. Increased Time with the Brand The goal is to  Digital Media  Animated TV series on “create physical Nickelodeon goods that drive  Games on various mobile platforms and game more time spent consoles with the video  Physical Goods  Merchandise games, and vice  Food, drinks, etc. versa.”  Entertainment - Peter Vesterbacka  Playgrounds, activity and amusement parks
  • 17. Angry Birds Land  Real-world playgrounds, activity parks and amusement parks called Angry Birds Land  More than 20 playgrounds open in Finland and Britain, with another park anticipated to open in Haining, China in 2013
  • 18. Angry Birds Soda  In just 8 months, Angry Birds  7.5 million cans sold in soda is outselling Coca-Cola Finnish markets, with the and Pepsi in Finland, making expectation to export to it the country’s most popular Australia and New Zealand drink soon
  • 19.
  • 20. A Living Brand  A strong brand requires that employees understand customer expectations  Rovio employees are “A living brand is a surrounded by Angry Birds never-ending memorabilia  Conference rooms are play, and every named after hallmark person in the characters company is an  Understand why consumers enjoy the actor.” product - Marty Neumeier
  • 21. Fun Facts  Angry Birds players spend more than 300 million minutes playing the game and interacting with in-game advertising  About 30% of Rovio’s sales are physical goods, like the 1 million Infographic by IGN Entertainment plush toys and t-shirts sold each month
  • 22. In May 2012, Rovio Entertainment reported annual revenues of €75.4 million (~$106.3M) for 2011 Analysts speculate that the company will launch a public IPO of $8-9 billion Sramana Mitra
  • 23.
  • 24. Additional Research  To read the full research paper, Building the Angry Birds Brand by Yasheaka Oakley, please visit the following link  Discusses: Differentiating the brand, collaborating with corporate partners, internal branding, Angry Birds addiction, and much more. http://bit.ly/11T2PDU
  • 25. Connect with Yasheaka  Facebook.com/YOakelyPR  LinkedIn.com/in/YOakley  Twitter.com/YOakleyPR  Google search “Yasheaka Oakley”  Sign up for my FREE public relations e-newsletter: http://eepurl.com/oD_-T
  • 26. References  Rovio Entertainment, Ltd. http://www.rovio.com/  Spalding, L. et. al. (2009). “How rich- media video technology boosts branding goals: different online advertising formats drive different brand-performance metrics.” Journal of Advertising Research 49, no. 3: 285-292.  “With new products, Rovio seeks to maintain explosive growth.” Sramana Mitra, 5 June 2012.  Neumeier, M. (2006). The Brand Gap: how to bridge the distance between business strategy and design. New Riders: Berkeley, CA.  Stevens, C. (2011). Appilionaires: secrets from developers who struck it rich on the app store. John Wiley & Sons: New York, 224. books.google.com/books?isbn=1119978645. A complete list of references is available within the full research paper.