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  <body-formatted>&lt;p&gt;&lt;br /&gt;&lt;strong&gt;Lily Allen online game passes 2 million plays as single &amp;amp; album top the music charts.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;The online game, &#8220;Escape the Fear&#8221;, by Matmi promoting Lily Allen&#8217;s single and second album, has just passed 2 million plays at the same time as the single and album top the music and iTunes Store charts in the UK, US and numerous other countries worldwide.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;The game has kicked off a series of No.1s for the integrated launch campaign by topping the worldwide Viral Chart three times since its release including Christmas, the most hotly contested chart position of the year.&#160; Lily Allen&#8217;s single &#8220;The Fear&#8221; shot straight to the top of the UK Singles Chart and retains the No.1 spot for the third week, and this week the album &#8220;It&#8217;s Not Me, It&#8217;s You&#8221; also debuted at No.1.&#160; The single and album also top the iTunes Store charts in numerous countries worldwide, notably the US.&lt;/p&gt;
&lt;p&gt;The runaway success of the integrated campaign masterminded by Parlophone and Matmi is no accident, according to Dan Duncombe, Director of Digital at Parlophone:&#160;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt; &#8220;The game was designed to help us reach a new audience for Lily &#8211; people who are not listening to the radio, reading the music press or generally exposed to new music, but are part of our target audience.&#160; The game is based on the lyrics of &#8220;The Fear&#8221; and the single is the game&#8217;s soundtrack. With an average dwell time of nearly five minutes the vast majority of players are listening to the track more than once.&lt;br /&gt;&#8220;This game is the promo video of the digital age. It delivers engagement, interaction, loyalty and sales opportunities on a new level for our artists.&#160; The game has delivered tens of thousands of click-thrus, pre-orders and downloads, and even features on the album CD itself.&#160; The results speak for themselves &#8211; we&#8217;re absolutely delighted with this launch&#8221;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;br /&gt;Jeff Coghlan, MD of Matmi, says the campaign is a perfect example of branded entertainment at work: &lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&#8220;Consumers are sick of online advertising because it doesn&#8217;t have any intrinsic value.&#160; When it&#8217;s done properly, branded entertainment like &#8220;Escape the Fear&#8221; has very high value and gives consumers an opportunity to interact with the brand as well.&#160; When consumers endorse the material by passing it on, the positive influence of the brand is nine times more powerful than an advert.&#160; When you take the costs into account as well, it&#8217;s no wonder major brands like Parlophone are using these more sophisticated promotional techniques.&#8221;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;br /&gt;Matmi recently submitted &#8220;Escape the Fear&#8221; for a coveted D&amp;amp;AD Award.&#160; The results are announced in London on 11th June 2009.&lt;br /&gt;&#160;&lt;strong&gt;&lt;br /&gt;About the game: www.lilyallenmusic.com/escapethefear&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Classic vertical scrolling screen action sees Lily Allen&#8217;s character jumping manically from platform to platform to outrun the rising fear which, if players are not fast enough, will swallow them up.&#160; The ten tricky levels include enemies and obstacles such as rabid handbag dogs, spikes of fear, credit card tossing bankers, jack-in-a-box springs and a really nasty end boss.&lt;br /&gt;The character can also be affected by alcohol which impairs the game&#8217;s controls and other diversions.&#160; Levels increase in difficulty and lead to some demonically difficult puzzles to solve for Lily&#8217;s character to finally reach freedom from the fear!&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;For more information, please contact:&lt;/strong&gt;&lt;br /&gt;Penny Lines, Matmi&#8217;s marketing maid, 07932 158845 / penny@matmi.com.&lt;br /&gt;Dan Duncombe, Digital Director, Parlophone, dan.duncombe@emimusic.com, 0207 605 5505&lt;/p&gt;</body-formatted>
  <body-unformatted>&lt;p&gt;&lt;br /&gt;&lt;strong&gt;Lily Allen online game passes 2 million plays as single &amp;amp; album top the music charts.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;The online game, &amp;ldquo;Escape the Fear&amp;rdquo;, by Matmi promoting Lily Allen&amp;rsquo;s single and second album, has just passed 2 million plays at the same time as the single and album top the music and iTunes Store charts in the UK, US and numerous other countries worldwide.&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;The game has kicked off a series of No.1s for the integrated launch campaign by topping the worldwide Viral Chart three times since its release including Christmas, the most hotly contested chart position of the year.&amp;nbsp; Lily Allen&amp;rsquo;s single &amp;ldquo;The Fear&amp;rdquo; shot straight to the top of the UK Singles Chart and retains the No.1 spot for the third week, and this week the album &amp;ldquo;It&amp;rsquo;s Not Me, It&amp;rsquo;s You&amp;rdquo; also debuted at No.1.&amp;nbsp; The single and album also top the iTunes Store charts in numerous countries worldwide, notably the US.&lt;/p&gt;
&lt;p&gt;The runaway success of the integrated campaign masterminded by Parlophone and Matmi is no accident, according to Dan Duncombe, Director of Digital at Parlophone:&amp;nbsp;&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt; &amp;ldquo;The game was designed to help us reach a new audience for Lily &amp;ndash; people who are not listening to the radio, reading the music press or generally exposed to new music, but are part of our target audience.&amp;nbsp; The game is based on the lyrics of &amp;ldquo;The Fear&amp;rdquo; and the single is the game&amp;rsquo;s soundtrack. With an average dwell time of nearly five minutes the vast majority of players are listening to the track more than once.&lt;br /&gt;&amp;ldquo;This game is the promo video of the digital age. It delivers engagement, interaction, loyalty and sales opportunities on a new level for our artists.&amp;nbsp; The game has delivered tens of thousands of click-thrus, pre-orders and downloads, and even features on the album CD itself.&amp;nbsp; The results speak for themselves &amp;ndash; we&amp;rsquo;re absolutely delighted with this launch&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;br /&gt;Jeff Coghlan, MD of Matmi, says the campaign is a perfect example of branded entertainment at work: &lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;ldquo;Consumers are sick of online advertising because it doesn&amp;rsquo;t have any intrinsic value.&amp;nbsp; When it&amp;rsquo;s done properly, branded entertainment like &amp;ldquo;Escape the Fear&amp;rdquo; has very high value and gives consumers an opportunity to interact with the brand as well.&amp;nbsp; When consumers endorse the material by passing it on, the positive influence of the brand is nine times more powerful than an advert.&amp;nbsp; When you take the costs into account as well, it&amp;rsquo;s no wonder major brands like Parlophone are using these more sophisticated promotional techniques.&amp;rdquo;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;br /&gt;Matmi recently submitted &amp;ldquo;Escape the Fear&amp;rdquo; for a coveted D&amp;amp;AD Award.&amp;nbsp; The results are announced in London on 11th June 2009.&lt;br /&gt;&amp;nbsp;&lt;strong&gt;&lt;br /&gt;About the game: www.lilyallenmusic.com/escapethefear&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Classic vertical scrolling screen action sees Lily Allen&amp;rsquo;s character jumping manically from platform to platform to outrun the rising fear which, if players are not fast enough, will swallow them up.&amp;nbsp; The ten tricky levels include enemies and obstacles such as rabid handbag dogs, spikes of fear, credit card tossing bankers, jack-in-a-box springs and a really nasty end boss.&lt;br /&gt;The character can also be affected by alcohol which impairs the game&amp;rsquo;s controls and other diversions.&amp;nbsp; Levels increase in difficulty and lead to some demonically difficult puzzles to solve for Lily&amp;rsquo;s character to finally reach freedom from the fear!&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;For more information, please contact:&lt;/strong&gt;&lt;br /&gt;Penny Lines, Matmi&amp;rsquo;s marketing maid, 07932 158845 / penny@matmi.com.&lt;br /&gt;Dan Duncombe, Digital Director, Parlophone, dan.duncombe@emimusic.com, 0207 605 5505&lt;/p&gt;</body-unformatted>
  <created-at type="datetime">2009-02-24T14:48:19+00:00</created-at>
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