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Strikerz

"Play for Football" is the rallying call uniting players, creators, and fans across all levels of football fandom. It celebrates the reasons we play—passion, community, respect, and, above all, the thrill of the game.

But why do we play? Everyone has their own answer, their own goals and dreams. That’s why in this campaign for the new in the market UFL game from Strikerz.Inc we decided to discover that “why” and to connect with the essence of the sport with help of YouTube influencers and Twitch streamers.
France, Italy, Spain
Geography
Мale 25-45
TA
Twitch
Platform
Football, Multigaming, Entertainment
Categories
Video
Goals
Announce the official launch of UFL to a wide gaming audience and drive awareness around the release.
Inspire community interaction and emotional connection with the game from day one.
Encourage gameplay and downloads by showcasing real reactions and competitive spirit.
Position UFL not just as a football game, but as a battle for glory.
In an oversaturated market, making the audience stop scrolling and paying attention to you is challenging. That means understanding your audience deeply, speaking their language, and delivering content that sparks curiosity, emotion, or value within seconds.
Challenge
Solution
We built the campaign around intense 1v1 duels between popular streamers, turning gameplay into emotionally charged competitions. Each duel followed a best-of-three format, with the first player to win two matches declared the victor.
Creators shared their genuine reactions and emotions during Twitch stream and YouTube integrations, making the content feel raw, relatable, and exciting. This wasn’t just about showcasing UFL’s gameplay—it became a fight for glory, creating a deeper narrative around the game.
We implemented the "We play for Glory" message that answered the campaign’s core question: Why do we play football?
Result
3 million players in the first month after launch;
CCV (Concurrent viewership) at the average channel level for 50% of streamers;
15% of streamers collected CCV (Concurrent viewership);
The maximum online of one of the streams in the part was 11,533 (this is 50% more than its average online for the entire stream);
CPCCV (Cost Per Completed View) fact for duels is 35% lower than for solo streams;
Audience retention for the mechanic with duels is 24% higher than for regular solo streams.
The mechanic turned regular streams into must-watch events, keeping audiences engaged from start to finish. As a result:

Launch your campaign with us and we'll ensure success