World of Warcraft: The War Within

Influencer Marketing

Ten gaming-adjacent creators took WoW's War Within expansion to casual and lapsed gamers, generating 631,000 engagements at 90% positive sentiment.

631KEngagements
90%Positive sentiment

About the campaign

World of Warcraft needed to raise awareness and purchase intent for its War Within expansion among active, casual and lapsed gamers in the UK and Nordics, but WoW-native creators would mostly reach existing fans. The Goat Agency's read was that casual and lapsed players follow creators in gaming-adjacent niches, cosplay, arts and crafts, STEM and music, rather than dedicated gaming channels, so those creators could carry the game to audiences that gaming content misses. Selection ran on the agency's proprietary Ibex tool, which identified crossover audiences between gaming and adjacent niches.

The idea cast the expansion's villain Xal'atath as the campaign's engine, publicly tempting 10 crossover creators from cosplay, arts and crafts, STEM, toy design and music, including MissMikkaa, Strippin, Nerdforge and JamesBruton, to join her side, then letting each fold the game into their own format. The work ran in three phases across TikTok, YouTube, Instagram, Twitch and X: a storyline-led awareness phase, native in-format integrations such as Nerdforge's two-paintings-on-one-canvas challenge, and a Collector's Edition giveaway run through each creator's channels.

Letting creators integrate the game natively rather than run a fixed ad format drew comments praising the work as advertising done right. The Goat Agency reports 72 pieces of content generating 631,000 engagements at a 7% engagement rate against a 4% average, with 90% positive sentiment, a Shorty Awards Gaming finalist placing and a nomination at The Drum Awards for Marketing EMEA. All figures are self-reported, with no reach, impression, purchase intent or sales data published and no launch date stated.

Case in 60 seconds

World of Warcraft needed to raise awareness and purchase intent for the War Within expansion in the UK and Nordics, but WoW-native creators would mostly reach existing fans rather than the casual and lapsed gamers the launch needed.

Casual gamers and lapsed franchise fans follow creators in gaming-adjacent niches, cosplay, arts and crafts, STEM, and music, rather than dedicated gaming channels, so those creators could carry the game to audiences gaming content misses.

Cast the expansion's villain Xal'atath as the campaign's engine, tempting 10 crossover creators to join her side, then let each creator fold the game into their own format.

Three phases across TikTok, YouTube, Instagram, Twitch and X: a storyline-led awareness phase, native in-format integrations such as Nerdforge's two-paintings-on-one-canvas challenge, and a Collector's Edition giveaway run through each creator's channels.

The campaign generated 631,000 engagements with 90% positive sentiment, and was a Shorty Awards Gaming finalist with a further Best Gaming Campaign nomination at The Drum Awards for Marketing EMEA.

Strategy Breakdown

The primary strategy-learning section — interpretation, not a press-release summary.

Active and lapsed gamers in the UK and Nordics, deliberately including casual gamers and World of Warcraft fans who do not regularly engage with gaming content on social.
Audiences are quick to dismiss gaming ads aimed at them, yet the comments the campaign drew, such as 'That's how advertising should be done', suggest people welcome branded content when it arrives inside formats they already follow.
Gaming content is abundant on social, so buying WoW-native creators risked preaching to existing fans while the expansion needed new and returning players.
World of Warcraft supplied the narrative raw material, letting its villain Xal'atath act as the recruiting device that pulled non-gaming creators and their audiences into the expansion's story.
Based on the available evidence, the campaign bet that audiences engage with a game when their trusted creators adopt it inside their usual content style, rather than when it is presented as a gaming ad.

Creative & Execution System

Assets & channels

  • Long and short form creator content
  • TikTok
  • YouTube and YouTube Shorts
  • Instagram
  • Twitch
  • X

Partners

  • The Goat Agency
  • World of Warcraft (Activision Blizzard)

Participation mechanic

  • Creators publicly tempted by the villain Xal'atath to join her side
  • Collector's Edition giveaway entered through creators' channels

Creator role

  • 10 creators from cosplay, arts and crafts, STEM, toy design, and music niches, including MissMikkaa, Strippin, Nerdforge, and JamesBruton
  • Integrated the game natively into their existing content formats

Results & Evidence

MetricValueResult typeConfidence
Engagements631,000EngagementAgency reported
Positive sentiment90%SentimentAgency reported

Awards & Recognition

Award showYearCategoryResultSource
Shorty AwardsNot stated in sourcesGamingFinalist
The Drum Awards for Marketing EMEANot stated in sourcesBest Gaming CampaignNominated

Why The Goat Agency's strategy worked

  1. 1

    Data-led selection of gaming-adjacent creators reached casual and lapsed gamers that WoW-native channels would have missed, while still delivering above-benchmark engagement.

  2. 2

    A story device taken from the product itself, the villain Xal'atath, gave 10 creators from unrelated niches one coherent brief without flattening their individual formats.

  3. 3

    Letting creators integrate the game into their existing content style, rather than running a fixed ad format, produced comments praising the work as advertising done right.

  4. 4

    Sequencing the campaign from storyline awareness to native integration to a giveaway gave audiences an action to take once attention had been earned.