60 Latest Video Marketing Statistics For 2023: The Complete List
60 Latest Video Marketing Statistics For 2023: The Complete List
In light of the rapid growth of online video consumption over the last few years, video has become a content medium that brands can no longer afford to ignore. It’s now an irreplaceable part of most marketing strategies.
In this post, we’ll take a look at some video marketing statistics that show just how popular video has become amongst both consumers and marketers, and that shed useful…
How do the people working in marketing know how effective their marketing is?
There's a whole field called Marketing Analytics that is dedicated to quantifying the results and context of marketing efforts. It is rare for companies to spend a large amount of money (e.g. on marketing budgets) without some means of measuring what they get from spending it. This measurement generally includes things like impressions, click-through rates, time spent engaging with the content, google searches for the marketed material, visits to the websites, view counts, average and median watch time, and so on. There are a lot of key performance indicators that analysts will track in order to measure how effective a specific marketing tactic is, and those performance indicators get compared to the cost of the marketing tactic to determine overall cost efficiency.
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Release a Canadian GP Full Access video that is a glorified livery sponsorship house music montage with no dialogue, no bts content and not a single shot with both Ferrari drivers in it
Post an Instagram short of Charles dressing for the race with the backing track “don’t you realise that it hurts me” 💀
And still not release any of the three C2 challenge videos they’ve been sitting on since AUSTRALIA
Can someone please knock on the door of Scuderia Ferrari’s marketing team. We need to chat
okay okay okay. what i need is for all journalists/review writers/etc. to band together and keep saying shit like this until we all gently goad him into extending this whole thing at least once or twice or something
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Founded by FreshDuzIt in 2020, OFFTHEWOP is more than just a record label—it’s a movement.
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FRESHDUZIT ON GENIUS EXPLAINING HOW TO STRATEGIZE
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As a Sony songwriter since 2021, OFFTHEWOP is a leading voice in emerging Trap Music, Art, and the culture that drives it. OFFTHEWOP is dedicated to showcasing raw talent, combining street authenticity with innovative storytelling. Our mission extends beyond signing artists; we’re creating a universe where real artists achieve legendary status. With extensive experience working as A&Rs for various labels, we’re now ready to partner with the industry’s best.
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OFFTHEWOP is a phrase that carries multiple meanings, embodying the hustle and grind. It’s synonymous with "off the muscle" or "off the strength," representing hard work and determination. It also nods to "off the block," symbolizing how we’ve transitioned from the streets to the industry, while still making money from the block. Additionally, it can mean "off the phone," highlighting the digital hustle. And with "wop" being old slang for a lot of money, OFFTHEWOP is all about turning hustle into wealth.
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The *Off The Wop* album racked up millions of views across all platforms, including SoundCloud, Spotify, and Apple Music. This 14-track project cruises through the city streets of Indianapolis to Memphis, featuring guest verses from Duke Deuce and Paper Route Empire's rising star, Paper Route Woo.
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We need help with funding animation, game development, creative direction, access to advanced technology, marketing toys based on Numero Uno, ensuring they resonate with fans and become a key part of the brand’s merchandise lineup and a strong marketing campaign to ensure the game's success.
Animation Production
Storyboarding. Full animation production (episodes, shorts, etc.)
Comic Book Creation
Scriptwriting and story development
Artwork and illustration. Printing and distribution
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Social media campaigns and content creation
Public relations and media outreach, Advertising materials for both music and comic
Merchandise
Production of apparel, accessories, and collectibles
Distribution and retail costs
Creative Development
Additional content such as animated shorts and special comic editions. Interactive content (e.g., apps or games)
Distribution
Integration with digital platforms for comics and promotional content. Promotion and logistics for comic and merchandise distribution
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Shouldn't Overwatch also have the same problem then in regards to visual clarity? I'm sure if you were to give people Juno and Brigitte people would struggle telling what their role is probably confusing Brigitte as a Tank given she has a shield just like Reinhardt. Only Baptiste has said cross on his outfit which if he didn't people might confuse him from DPS since he carries a healing grenade launcher. Yet the only character design problem ive seen people talk about is Venture.
While this is true, it's a very different situation. Overwatch is an old game, it's been running for eight years now. When Overwatch launched, there wasn't anywhere near the kind of well-established competition that there is today. When Overwatch launched, there was no Apex Legends, Paladins, Deadlock, Quake Champions, or Valorant. Further, Overwatch's launch cast was designed with incredible visual clarity - nearly every character had a silhouette and visual design that both made them distinct and conveyed their style of gameplay. There's a pair of business terms for this kind of thing - Blue Ocean vs Red Ocean.
A Blue Ocean is mostly unexplored and pristine - you're entering a market that's mostly untouched and there isn't much competition. This favors the first-mover advantage - the first ones there have more time to experiment, set things up, and learn from their mistakes. The customers/players in that market don't have anywhere else to go if they want their gameplay, so you can afford to make mistakes, iterate, and improve. Since there aren't many other games to switch to, the players will likely stick with what they are already familiar with.
A Red Ocean is a saturated market, where the waters have been dyed red with the blood of all of the dead or dying competition. There's already a lot of competition, meaning that any new product must stand out significantly from its peers or it will soon die from lack of audience. In a Red Ocean, the initial launch is much more important because you never get a second chance at that first impression. Further, audience retention is also super important because of how much competition there is - a new product might be able to draw some attention just from the novelty, but novelty wears off quick and most of the players already know the genre and the other games available. If the new game doesn't serve their needs immediately, the players won't give it the time to improve - they'll just go to one of the competitors that already does serve their needs.
We can't really compare the two games in a vacuum, we must compare the full environment that the games launched in. Overwatch had the added benefit of significantly less competition in its Blue Ocean, meaning that the playerbase really didn't have anywhere else to go while they waited for Overwatch to improve things. Concord was unable to grab attention immediately in a Red Ocean, meaning any potential audience quickly dispersed themselves among the large number of competitors already out there.
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watching the game theory video like: "oh he's addressing the toxicity. lol the screen grab in one easy to find place. You do have a point about tthe hypocriticy.
....why are we bringing out myers-briggs personality types....."
In the barren expanse of negativity, ambition wilts under the oppressive gaze of self-doubt, its vitality drained by the relentless onslaught of fear. Every endeavor is a struggle against the undertow of past failures, dragging hope into the abyss of despair. Amidst the shadows, motivation flickers weakly, ensnared by the suffocating embrace of pessimism.
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