# data[].attributes.body
Zoom Video Communications Inc, which operates the Zoom Workplace, is owned by founder Eric S. Yuan. The Zoom Workplace is a collaboration focused platform that offers several methods of communication via their apps. Some include video and phone meetings, team chat, and schedule building.

# data[].attributes.body
There are many competitors to zoom, though Zoom is the most recognized meeting platform, it is important to reinforce brand awareness. Zoom holds 57% market share. Main competitors: Google Meet and Microsoft Teams.

# data[].attributes.body
B2C, Hybrid Event.

# data[].attributes.body
the place where innovation, craftsmanship, and a passion for exploration mix together to create the best gear that provides limitless adventures. Founded in 1989, Arc'teryx is a Canadian outdoor clothing brand that has revolutionized the market.

# data[].attributes.body
An online and in-person experience that showcases the power of Zoom Video Communications Inc’s technology to potential new business clients who are interested in purchasing Zoom’s workplace for their events. The event will be a hybrid concert for a top 100 artist, with the in-person portion taking place in a large 50,000 person venue. It will be streamed via Zoom, utilizing multiple camera angles of the performance. Separate tickets and pricing will be used in the online and in-person

# data[].attributes.body
Arena water instinct

Is an Italian manufactory company of competitive swimming products.  Their competitors are Finnis and Speedo.

# data[].attributes.body
-          Reach over 300,000 concurrent online viewers of the concert.

-          Reach 350,000 ticket sales total from the in-person and online portions.

# data[].attributes.body
Arena is trying to get the recognition of new athletes who have the goal of becoming professional swimmers, showing them how good their products are and how they are made specially for swimmers.  Also get more recognition from professional swimming athletes to create sponsorships and get to a bigger audience.

# data[].attributes.body
-          Young adults, those who enjoy the performing artist. Seeking an experience to connect better with an artist they admire.

-          Event organizers interested in Zoom for large and small scale events.

# data[].attributes.body
Arc'teryx looks to strengthen its brand for those who value the urban professional life on the outside. The challenge is creating an exciting experience that shows Arc'teryx commitment to its quality and innovation. The primary goal is to boost product awareness and increase customer loyalty.

# data[].attributes.body
Product Launch and Experience Event. The format of this event will be Hybrid ( In-person and also Online) it will mainly centre on Arc'teryx's new quality in the market along with some displays, product tests, and workshops.

# data[].attributes.body
Reach more brand awareness by getting a minimum of 200 in-person attendees 1000 online participants and at least 2,000 social media posts on the day of the event.

Increase product sales by more than 20% after the launch of the new lines.

# data[].attributes.body
The target audience for this event will include urban professionals around the age of 25 - 40 who enjoy outdoor activities, as well as, active users of social media who have a strong commitment to the company.

For Example:

Persona number one Jessie Pinkman is 32 years old his profession is a Fashion Designer his interests are hiking and exploring, enjoys shopping in Arc'teryx.

Persona number two would be Justin Bieber age 28 he is studying to be an environmental consultant he enjoys rock climbing and once again hiking in this case he is a regular client who decides to shop frequently.

# data[].attributes.body
HFP Music is a British music company that offers comprehensive Music Publishing,Global Digital Distribution and Label Services designed to empower artists and labels in the modern music landscape. The platform provides artists full control over their musical careers through streamlined, technology-driven distribution solutions.

KEY SERVICES

Fast, secure global music delivery to leading digital music stores

Advanced distribution technology supporting worldwide artist networks

Personalized career guidance and professional support

Simplified music publishing and distribution processes

# data[].attributes.body
B2C in person sport event.

Is going to be a full day swimming clinic where athletes will have the chance to try different new arena products (swimming suits, goggles, caps and equipment) while having training sessions with Olympian swimmers as coaches. There are going to be 4 different teams divided by ages (12- 16, 17- 21, 22 – 26, 27- 30) and each team will be lead by a different Olympian swimmer. There is going to be 1hr of technique correction, 1hr break, then 45 min of intense training, 1hr 30min for lunch, 30min of relays by teams and before people leave, they are going to receive a kit with different arena equipment.

# data[].attributes.body
·       Get to swimmers who are starting and increase sales: Show swimmers that they can trust arena products for their training sessions and races.

·       Brand awareness: Show that arena makes products based on scientific research to create swimming products with new technology that will help swimmers to succeed in the water.

·       Launch the new arena collection: Make people want to buy the new products by letting them try them and get comfortable with the products.

·       Get reviews from the people who tried the products: Listen to our customers to see how we can do better or just see how much the people like the products.

# data[].attributes.body
High performance swimming athletes from 12 years old to 30 years old who swim at a competitive level.

# data[].attributes.body
Persona 1:

Caeleb Dressel – Olympic Swimmer (Special guest)

Age: 28

Gender: Male

Occupation: Professional Swimming Athlete

Goal: Get world record in world cups and Olympics.

Persona 2:

Peter Graschi – CEO of arena

Gendre: Male

Occupation: Chairman and Chief Executive Officer

Goal: Keep creating fashion and lifestyle industry, with particular expertise in strategy, finance and operations.

# data[].attributes.body
Artist Showcase Events/ Live Event

# data[].attributes.body
CLIENT: HYBE Corporation

HYBE Corporation is a South Korean entertainment company known globally for managing top K-pop artists like BTS, SEVENTEEN, and TXT. The company has a strong reputation for innovation in music, branding, and fan engagement. HYBE’s branding focuses on cutting-edge creativity and fostering connections between artists and fans. The company’s logo reflects its forward-thinking ethos, emphasizing growth and synergy.

# data[].attributes.body
HYBE is looking to amplify its global brand awareness and engage international audiences through an experiential event. The challenge is to create an event that not only highlights its artists but also establishes HYBE as a leader in entertainment innovation. Additionally, HYBE seeks to deepen fan loyalty and boost merchandise and album sales during the event.

# data[].attributes.body
Event Type: Hybrid Exhibition and Fan Networking Event

Format: Both in-person and online components

The proposed event, titled "HYBE Connect 2025," will serve as a multi-day global exhibition celebrating HYBE’s artists, music, and innovation. The event will feature:

• In-person elements: Concerts, interactive artist experiences, and exclusive merchandise pop-ups.

• Online elements: Livestreamed panels, virtual meet-and-greets, and augmented reality (AR) showcases accessible to fans worldwide.

# data[].attributes.body
1. Increase Brand Awareness: Target at least 100,000 participants globally (50,000 in-person and 50,000 online) to highlight HYBE’s leadership in the entertainment industry.

2. Boost Merchandise Sales: Achieve a 25% increase in merchandise and album sales during the event period through exclusive promotions and interactive shopping experiences.

# data[].attributes.body
An immersive music experience connecting emerging artists with global audiences through cutting-edge digital performance technologies. Features live performances, real-time fan interactions, and exclusive behind-the-scenes content.

# data[].attributes.body
Overall Description: The target audience includes global K-pop fans aged 15-35, predominantly female, tech-savvy, and highly engaged in online communities. They are passionate about HYBE’s artists and are willing to invest in experiences and merchandise that deepen their connection to the brand.

Persona 1: Emily, the Dedicated Fan

• Age: 19

• Location: Los Angeles, USA

• Background: College student and part-time retail worker.

• Motivations: Loves BTS and collects official merchandise. Engages daily with fan communities on social media and is eager to attend live concerts.

• Pain Points: Limited access to exclusive content and merchandise outside Korea.

# data[].attributes.body
Showcase 20+ emerging artists across multiple genres

Attract 5000+ in-person attendees

Generate media coverage across 3+ major music publications

Sign 2-3 promising artists to label contracts

Discover and showcase emerging musical talent

Create global artist networking opportunities

Generate new revenue streams for artists

Increase fan engagement

Build artist-audience direct connections

Audience Development Goal

Create memorable live performances

Enable direct artist-fan interactions

Provide exclusive merchandise opportunities

Capture high-quality content for future promotion

# data[].attributes.body
Apple is an American corporation that develops and sells computer electronics, software, personal computers and portable devices internationally

# data[].attributes.body
Age: 18-35 years

Music enthusiasts and early adopters

Urban professionals and students

Digital-savvy consumers

Mid to high disposable income

Psychographic Profile

Actively discover new music

Attend 3+ live events annually

Heavy social media users

Value authentic music experiences

Support independent artists

Geographic Focus

Major metropolitan areas

University towns

Cultural hubs

Digital accessibility worldwide

Secondary Audiences

Music industry professionals

Media representatives

Brand partners

Artist managers

Music students

# data[].attributes.headline
Apple Computer was founded in 1976 by Steve Jobs and Steve Wozniak. The third founding member, Ronald Wayne, quickly sold his ownership to Jobs and Wozniak. Their first product was the Apple I microcomputer, which they built in Jobs' family garage. It was sold as a single board with CPU and RAM, but without other basic components such as a keyboard and monitor.

# data[].attributes.subject
Apple Computer was founded in 1976 by Steve Jobs and Steve Wozniak. The third founding member, Ronald Wayne, quickly sold his ownership to Jobs and Wozniak. Their first product was the Apple I microcomputer, which they built in Jobs' family garage. It was sold as a single board with CPU and RAM, but without other basic components such as a keyboard and monitor.

# data[].attributes.body
Apple Inc. (formerly Apple Computer Inc.) is an American computer and consumer electronics company famous for creating the iPhone, iPad and Macintosh computers. Apple is one of the largest companies globally

# data[].attributes.body
Apple primarily targets middle to upper-class consumers, typically younger to middle-aged, who value design, innovation, and are willing to pay a premium price for a high-quality user experience with their products

# data[].attributes.body
B2C Hybrid Event