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Insight of the Day: It's showtime! Roblox is selling movie theater tickets for the Beetlejuice sequel

Summary

Roblox has partnered with Warner Bros. and Fandango to create "[Beetlejuice] Escape the Afterlife," an immersive experience on the gaming platform to promote the upcoming Beetlejuice sequel. This experience features characters and scenes from both the original and the new film, and also includes a virtual box office where players can purchase real movie tickets. This move is part of Roblox's broader push into commerce, following similar initiatives with brands like e.l.f. and Walmart. These partnerships provide brands access to younger demographics, while Roblox benefits from enhanced user experience and creator monetization. For consumers, it's another way to engage with beloved franchises and discover new products.

Key Takeaway

Roblox's partnership with Warner Bros. and Fandango for the "Beetlejuice" experience showcases a growing trend of brands leveraging gaming platforms for immersive marketing and commerce experiences, appealing to younger audiences and offering new ways for consumers to interact with brands and content.

Trend

The primary trend highlighted is the convergence of gaming and commerce, with brands increasingly utilizing gaming platforms like Roblox to reach and engage consumers, especially younger demographics.

Consumer Motivation

  • Immersive Experiences: Consumers, particularly younger ones, seek engaging and interactive experiences beyond traditional advertising.

  • Fandom & Engagement:  Fans of specific franchises or brands are motivated to participate in experiences that allow them to interact with their favorite characters and stories.

  • Novelty & Exclusivity: The opportunity to access unique virtual items or experiences through in-game purchases can be a strong motivator.

Driving Trend:

  • Growth of Gaming: The increasing popularity and accessibility of gaming platforms like Roblox provide a large and engaged audience for brands.

  • Shift in Consumer Behavior: Younger generations are spending more time online and engaging with digital content, making gaming platforms a valuable marketing channel.

  • Technological Advancements: Developments in gaming technology enable the creation of immersive and interactive experiences that blend entertainment and commerce seamlessly.

Target Audience:

  • Younger Demographics: Roblox's primary user base is under 13, but the Beetlejuice experience and ticket sales target those 13 and older.

  • Gamers: Individuals who actively engage with gaming platforms and are open to brand interactions within those spaces.

  • Fans of Specific Franchises: The Beetlejuice experience appeals to fans of the movie franchise who seek to immerse themselves in its world.

Product/Service Description:

  • [Beetlejuice] Escape the Afterlife on Roblox: An immersive gaming experience featuring characters and scenes from the Beetlejuice films, with a virtual box office for purchasing real movie tickets.

Consumer Age:

  • Primarily teenagers and young adults: The Beetlejuice experience and ticket sales target users 13 and older, aligning with the demographics of Roblox's user base and the film's target audience.

Conclusions:

  • Gaming platforms are becoming powerful marketing and commerce channels. Brands can leverage them to reach younger audiences and offer unique, engaging experiences.

  • Immersive experiences are key to influencing purchase decisions. Consumers, especially younger ones, are more likely to buy products or services they can interact with and experience firsthand.

  • Successful brand integrations prioritize entertainment over overt selling. The focus should be on creating enjoyable and meaningful experiences that resonate with consumers.

Implications for Brands:

  • Explore gaming partnerships: Brands should consider partnering with gaming platforms to reach new audiences and create immersive experiences.

  • Prioritize entertainment and engagement: Focus on providing value and entertainment to users rather than solely pushing products.

  • Offer exclusive in-game items or experiences: This can incentivize participation and drive brand loyalty.

Implications for Society:

  • Blurring lines between entertainment and commerce: As brands increasingly integrate with gaming platforms, the distinction between entertainment and advertising is becoming less clear.

  • Potential for increased consumer engagement: Immersive experiences can foster deeper connections between brands and consumers.

  • Need for responsible marketing: Brands need to ensure that their in-game marketing practices are ethical and transparent, particularly when targeting younger audiences.

Big Trend Implied:

The gamification of marketing and commerce is a significant trend. As consumers spend more time on gaming platforms, brands are recognizing the potential of these spaces for reaching and engaging audiences in new and innovative ways. This trend is likely to continue as technology advances and consumer expectations evolve.

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