Collegiate

Entertainment Marketing

Team Case Study
Marketing

Overview

A team of two students are challenged with analyzing a real-world entertainment marketing case situation and then presenting solutions. Environments for the case study may include, but are not limited to, entertainment or entertainment events (concerts, theaters, etc.) or businesses primarily engaged in satisfying the desire to make productive or enjoyable use of leisure time.

Participants

2

Exam

Written Entry Page Limit

Appear Before a Judge

1 case study, 2nd for finalists

Prep Time

60 minutes

Interview Time

15 minutes
Sponsored by:

Related Resources

2019
Entertainment Marketing
Market Planning
Role-Play

You are the director of marketing and director of brand management for GOTCHA, a live-streaming video platform. Since it began in 2011, GOTCHA has solely focused on video game live streaming, including popular e-sports competitions. The brand has evolved over the years to include creative content produced by users that is gaming focused. The content can be viewed live on the GOTCHA site and mobile app or via video on demand.

Hidden Content:
Classroom Resources
Marketing
Role-Play
Market Planning
Entertainment Marketing
2019
Entertainment Marketing
Market Planning
Role-Play

You are the director of marketing and director of brand management for GOTCHA, a live-streaming video platform. Since it began in 2011, GOTCHA has solely focused on video game live streaming, including popular e-sports competitions. The brand has evolved over the years to include creative content produced by users that is gaming focused. The content can be viewed live on the GOTCHA site and mobile app or via video on demand.

Hidden Content:
Classroom Resources
Marketing
Role-Play
Market Planning
Entertainment Marketing
2019
Entertainment Marketing
Market Planning
Role-Play

You are the director of marketing and director of brand management for GOTCHA, a live-streaming video platform. Since it began in 2011, GOTCHA has solely focused on video game live streaming, including popular e-sports competitions. The brand has evolved over the years to include creative content produced by users that is gaming focused. The content can be viewed live on the GOTCHA site and mobile app or via video on demand.

Hidden Content:
Classroom Resources
Marketing
Role-Play
Market Planning
Entertainment Marketing