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CASE FILE — MAGNUM PLEASURE TREASURE HUNT

Non-Endemic Brand Entry · Live Twitch Activation

How a premium ice cream brand earned permission to exist in Dutch gaming culture.

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CASE FILE: N. REMIS — LEAD INVESTIGATOR

I've Watched Campaigns Die Up Close.
This Is What I Learned.

Not a theory borrowed from a textbook. Not a framework built in a vacuum. Sixteen years of being in the room when marketing campaigns succeeded, failed, and sometimes died for reasons nobody on the team could name.

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How Magnum Introduced a Premium Ice Cream Brand to the Dutch Gaming Community Without Getting Rejected

A non-endemic FMCG brand in a space that has no natural reason to accommodate it. A forensic breakdown of how audience permission is earned — not assumed.

Client

Magnum (Unilever)

Market

Netherlands — Dutch Twitch gaming community

Influencers

SerpentGameplay · BenBillyKwijt · Morrog · Yarasky · Saar · Gamemeneer

Industry

FMCG / Premium Consumer Goods

Campaign Type

Live Twitch activation · Influencer-led streams · Interactive challenge mechanics · Gamified reward system

Platforms

Twitch · YouTube · Instagram

Service

Campaign Coordination (The Morgue)

THE CONTEXT

Magnum is a premium ice cream brand. Its entire identity is built around pleasure — indulgence, quality, the deliberate choice to enjoy something unapologetically good.

Gaming communities, particularly on Twitch, have a well-documented reflex toward non-endemic brands: when a brand with no natural connection to gaming shows up, the audience's default response is to reject it publicly. The community has seen enough awkward brand integrations to have developed an immunity.

Ice cream doesn't game. Ice cream doesn't stream. Ice cream has no credibility in a space where credibility is earned through cultural fluency, not marketing spend.

That was the problem. And it was also, correctly framed, the opportunity: Magnum's "Play for Pleasure" positioning mapped directly onto a genuine Twitch audience behaviour — gaming as a chosen indulgence, a deliberate break from productivity, the same psychological space that Magnum occupies in food culture. The brand didn't need to become 
a gaming brand. It needed to occupy the same emotional territory in a gaming context.

The question was whether that could be executed without 
the audience noticing the seam.

THE CHALLENGE

Non-endemic brand introductions on Twitch have a structural problem 
that media spend cannot solve: the audience controls the chat, and the chat is the most visible real-time measure of whether a brand integration is working or failing.

85K chat messages is a result. It's also a risk. A brand that misjudges its entry into gaming culture doesn't get ignored — it gets documented. The chat becomes the evidence, and that evidence travels beyond the stream.

The specific challenge with Magnum was the category itself. Snack brands have entered gaming successfully — chips, energy drinks, fast food all have established gaming adjacency. Premium ice cream sits in a different psychological category: it's a comfort food, an indulgence, something consumed in private rather than during competitive play. Making it feel natural on a live Twitch stream required a mechanism that 
connected the brand's pleasure positioning to the specific social dynamics of the platform.

The influencer challenge was equally precise. Six Dutch gaming creators with different audience profiles, different content styles, and different community relationships all needed to integrate the same brand narrative — "Play for Pleasure" — in ways that felt individually authentic rather than centrally scripted. Unified messaging across six different voices, without homogenising any of them.

And the interactive mechanics — the treasure chest, the challenges, the riddles, the in-stream quizzes, the Magnum and Domino's reward codes — each had to work technically in real time during live broadcasts where there is no pause, no edit, and no second take.

THE INVESTIGATION

Scope

✦ End-to-end campaign coordination of Magnum's Twitch integration —   from brand messaging alignment through production timeline   management to post-event amplification across all platforms

✦ Six influencer partnerships coordinated simultaneously:
  — SerpentGameplay, BenBillyKwijt, Morrog, Yarasky, Saar, and Gamemeneer
  — Individual briefing calibrated to each creator's audience and content style while maintaining consistent brand messaging
  — Production timeline management across all six streams to ensure coordinated campaign narrative without enforcing identical content formats

✦ Interactive mechanics design and coordination:
  — Treasure chest mechanic: unlocking Magnum product rewards and Domino's gift codes for viewers at defined trigger points during streams
  — In-stream challenges, riddles, and quizzes designed to drive active chat participation rather than passive viewership
  — Reward distribution logistics: code management, viewer eligibility, and real-time delivery during live broadcasts

✦ "Play for Pleasure" brand messaging integration: ensuring consistent brand narrative across six different influencer voices, all platform touchpoints, and the full campaign timeline — before, during, and after live shows

✦ Multi-platform amplification coordination:
  — Pre-campaign social buzz across Twitch, YouTube, and Instagram 
    to build audience anticipation before live dates
  — Live activation coverage and community engagement during streams
  — Post-event highlights production and distribution to extend reach beyond live viewership

✦ Community management support during live broadcasts— monitoring chat engagement, managing reward mechanics in real time, and ensuring brand interactions within streams remained positive and on-brand throughout

Role: Project Manager (covering lead PM during leave)

KEY FINDINGS

01 —

Audience permission is earned through value exchange, not brand presence. Magnum was accepted in Dutch gaming streams because it gave the audience something — rewards, entertainment, interactive participation — before asking for their attention. The treasure chest mechanic, the challenges, the Domino's codes: each of those elements put something in the chat before putting a brand message in front of it. Chat messages is the measurable output of an audience that felt the exchange was worth their engagement. Non-endemic brand entry that skips the value exchange produces silence or backlash. There is no middle option.

02 —

"Play for Pleasure" worked because it was a genuine emotional parallel, not a forced metaphor. Gaming as indulgence — the deliberate choice to play, to enjoy, to stop being productive — occupies the same psychological space as Magnum's food positioning. The campaign didn't require the audience to accept that ice cream was relevant to gaming. It required them to recognise that the pleasure of gaming and the pleasure of Magnum came from the same emotional decision. That's a positioning insight, not a creative execution. The execution followed from getting the insight right.

03 —

Interactive mechanics in live streams require technical precision that cannot be improvised. Minutes watched across a campaign with reward mechanics means the audience stayed. They stayed because the interactive elements worked — the codes distributed correctly, the challenges resolved as promised, the treasure chest unlocked on time. Any single technical failure during a live broadcast is visible to every concurrent viewer simultaneously. Coordinating that infrastructure in advance, with contingency protocols for each failure point, is what made the audience's decision to stay watching a rational one.

THE RESULTS

Operational delivery: All six influencer streams delivered on schedule. Interactive mechanics — treasure chest, reward codes, in-stream challenges — operational across all broadcasts without reported technical failures. Brand messaging consistent across all six creator integrations. Multi-platform pre, live, and post-event content published as planned.

Long-term impact: The Pleasure Treasure Hunt established Magnum as a brand the Dutch gaming community was willing to engage with rather than reject — a result that cannot be bought with media spend and cannot be replicated without the same degree of operational precision in the integration mechanics. The "Play for Pleasure" positioning proved transferable to a gaming context without requiring the brand to abandon what made it credible in its own category. For Magnum, that proof of concept is the result that compounds.

47K+

Unique viewers

856K

Minutes watched

85K

Chat messages

6

Influencers partnered

WHAT THIS MEANS FOR YOU

This campaign succeeded because the audience's permission was treated as something to be earned rather than assumed. Every mechanic — the rewards, the challenges, the influencer selection, the platform strategy — was designed around one question: what does this give the audience before it asks anything of them?

That's a consumer psychology question before it's a creative one. And it's the question that determines whether a non-endemic brand entry generates engagement or backlash.

If your brand is trying to enter a community or platform where you don't have natural credibility — or if your influencer campaigns are generating views without generating genuine audience engagement — that's a diagnosable problem.

Let's find out what's actually blocking permission.

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The Beliefs That Built This Business

Belief 1

Conversion problems are psychological problems wearing a technical disguise.

Brands spend thousands optimizing button colors and testing headlines while the real cause of death — invisible cognitive friction, trust collapse, loss aversion triggers — goes completely unexamined...

Belief 2

Most marketing research tells you what customers say. Consumer neuroscience tells you what they do.

There's a gap between what people report in surveys and what they actually do...

Belief 3

Operational experience is not optional for a marketing consultant.

You cannot diagnose a campaign you've never had to deliver...

Belief 4

Honest findings are more valuable than comfortable ones.

I will tell you what's actually killing your conversions — not what's easiest to hear...

PRIOR INVESTIGATIONS — FIELD RECORD

The Work Before The Consumer Autopsy

Before building a forensic investigation consultancy, there were 16 years of campaigns, projects, and client relationships. Here's what that actually looked like.

€2.6M

Earned media value

KitKat LFL Esports

84M+

Total impressions

Single campaign

275%

ROI

SEAT x MAD Lions

84K

Unique Twitch viewers

Kia x LoL Series

Every campaign listed represents marketing operations coordination — not strategic ownership. I managed execution, timelines, teams, and deliverables. The results are real. The role is accurately represented.

The Evidence

PUMA · LG · KITKAT · MAGNUM · SANTANDER · KIA · FOOT LOCKER · SEAT · GARNIER · GEN.G · NORAUTO · MOUV' · DEL ARTE ·

Both projects explore the same core question from different angles: how do different brains process information, make decisions, and find meaning?

The Other Investigation

In May 2025, I launched The Neuro Coven — a digital brand for neurodivergent witches and highly sensitive people. Built entirely through organic content strategy, SEO, and audience psychology. Zero paid ads.

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In 10 Months:

1.32M

Pinterest impressions

50%

newsletter open rates (industry average: 21%)

250+

Email Subscribers

100%

Steady passive revenue through digital products

THE DETECTIVE BEHIND THE AUTOPSY

THE PROBLEM I KEPT SEEING

For almost four years, I managed the execution of marketing campaigns for brands like PUMA, LG, KitKat, Seat and Magnum as a Senior Project Manager at an international esports and gaming consulting agency. Timelines, budgets, influencer activations, social campaigns, film productions - I coordinated it all.


And I had a front-row seat to something nobody talked about: campaigns that were perfectly executed, delivered on time, within budget... and still didn't convert the way they should. The creative was strong. The targeting was right. The execution was flawless. But somewhere between the first touchpoint and the final conversion, customers disappeared.

THE QUESTION NOBODY WAS ASKING

I worked across esports, gaming, healthcare, finance and tech over 16+ years in customer experience and project management. Different industries, different brands, different budgets. Same pattern. Same cause of death. And in almost every post-mortem, the conversation went the same way: "Let's test a new headline". "Maybe the claim is wrong". "We need more traffic".

 

Nobody was asking the right question: why are customers behaving this way?

CASE FILE: N. Remis

10+
Global
Brands
Across
Europe
&
APAC

3
Languages: French, Spanish & English

16+ Years in         

Customer
Experience

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What to Expect

Three honest statements about how I work — no platitudes, no agency language, no promises I can't keep.

01

I will tell you what I find — not what you want to hear.

If your campaign is failing because of a fundamental positioning 
problem, I'll say so. If the issue is a single friction point 
fixable in 48 hours, I'll say that too.

 

The investigation determines the answer — not the budget, not 
what's easiest to implement, not what protects anyone's ego. 
You're paying for a forensic diagnosis, not reassurance.

02

I work remotely, globally, and asynchronously.

Based in Gijón, Spain. Fluent in Spanish, French, and English. 
Eight years managing remote projects across Europe, APAC, and 
the Americas taught me how to communicate clearly across time 
zones, cultures, and languages without losing precision.

Remote work isn't a limitation. It's how I've delivered €2.6M 
earned media campaigns and coordinated teams across six continents.

03

I'm building this in public.

The Consumer Autopsy is new. I'm not going to pretend otherwise 
or hide behind corporate language that obscures the timeline.

What I bring: 16 years of real operational experience, rigorous 
training in consumer psychology, and a genuine obsession with 
understanding why customers behave the way they do.

If that's what your business needs — let's talk.

THE DETECTIVE BEHIND THE AUTOPSY

WHAT I ACTUALLY BELIEVE

I believe most marketing fails at the psychological level, not the executional one. Customers don't abandon carts because your checkout has too many steps. They abandon because something triggered loss aversion, created decision fatigue or broke the trust you spent weeks building. The friction is invisible which is why it's so dangerous.


And I believe the only way to fix it is to stop guessing and start investigating. Treat every conversion problem like a forensic case. Follow the evidence. Find the cause of death. Prescribe the exact fix.

WHY I WENT BACK TO STUDY

I spent years on the execution side wondering why no one was studying the psychology behind what I was seeing. So I did. Consumer Neuroscience & Neuromarketing at Copenhagen Business School. Market Research & Consumer Behavior at IE Business School. Google UX Design and Data Analytics certifications.


The more I studied, the more I recognized the patterns I'd been watching for years - finally explained by the science. The Consumer Autopsy is what happens when 8+ years of managing campaigns from the inside meets the psychology of why they live or die.

WHAT THIS MEANS FOR YOU

When you work with me, you're not getting a theorist who's read the textbooks but never managed a real campaign. You're getting someone who has coordinated the timelines, chased the assets, sat in the client calls, watched the KPIs drop and then went back to study the psychological mechanisms behind all of it.


That combination - operational experience plus behavioral science - is exactly what forensic marketing investigation requires.

CASE FILE: N. Remis

10+
Global
Brands
Across
Europe
&
APAC

3
Languages: French, Spanish & English

16+ Years in         

Customer
Experience

Let's start with a free 30-minute Conversion Audit. No sales pitch. Just honest insights.

Not sure where to start?

Tell Me Your Problem.

Ready to Find Out Why Your Customers Aren't Converting?

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Let's start with a free 30-minute Conversion Audit. No sales pitch. Just honest insights.

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