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Entertainment: Sony Is Using Roblox to Market ‘Karate Kid: Legends’ to the Next Gen

Why is the topic trending? 

  • Innovative Marketing Strategy: Sony Pictures is using the popular gaming platform Roblox to market its upcoming 'Karate Kid: Legends' movie to Gen Z and Alpha audiences. This novel approach to reaching younger demographics in their digital spaces is noteworthy in the entertainment industry.

  • Bridging Generations and Franchises: The 'Karate Kid' franchise, which originated in the 1980s, is being reintroduced to a new generation through a medium they are familiar with, highlighting efforts to keep classic stories relevant.

  • Data on Roblox Engagement: The article cites impressive statistics about the amount of time young users spend on Roblox, underscoring the platform's potential as a marketing tool.

  • Success of Previous Roblox Brand Integrations: The article mentions successful past collaborations between Gamefam and movie studios on Roblox, suggesting a growing trend of using the platform for film promotion.

Overview:

Sony Pictures is partnering with Gamefam, a metaverse media company focused on Gen Z and Alpha, to create a 'Karate Kid Training Simulator' game on Roblox to promote the upcoming movie 'Karate Kid: Legends'. The free game, launching ahead of the movie's release, will immerse players in the world of the film, allowing them to train alongside iconic characters and earn movie-themed rewards for their Roblox avatars. This strategy aims to reach younger audiences where they spend their time and build cultural relevance for the franchise.

Detailed Findings:

  • Marketing Platform: Roblox, a popular metaverse platform with a large Gen Z and Alpha user base.

  • Movie Being Marketed: 'Karate Kid: Legends', scheduled for theatrical release on May 30, 2025.

  • Marketing Method: Launching a free game called 'Karate Kid Training Simulator' on Roblox on May 2, 2025.

  • Target Audience: Gen Z and Gen Alpha, who may not be familiar with the original 'Karate Kid' movies.

  • Game Developer: Gamefam, a company specializing in metaverse media for younger generations.

  • Game Features: Players can train with characters like Daniel LaRusso and Mr. Han in locations from the new movie (New York City streets, rooftop dojo, Victory Pizza). They will learn karate moves, compete with other players, and complete weekly quests.

  • In-Game Rewards: Completing challenges earns players movie-themed avatar items like a bonsai tree head, bandana, Victory Pizza Box Backpack, and a 'Karate Kid: Legends' trophy popcorn bucket hat.

  • Roblox User Engagement: Roblox users spend an average of 144 minutes per day on the platform. Brand games on Roblox accumulated over 1.4 billion visits and were played for 15.8 billion minutes in the past year. Roblox has 85 million daily users, with 61% being age 13 or older.

  • Rationale for Using Roblox: To reach younger generations in their online spaces, build cultural relevance, and offer an interactive and immersive experience related to the movie.

  • Previous Successful Collaborations: Gamefam and Sony Pictures previously created Roblox integrations for 'The Garfield Movie' and 'Ghostbusters: Frozen Empire'. Gamefam also worked on a 'Barbie DreamHouse Tycoon' game which became highly popular on Roblox.

  • 'Karate Kid: Legends' Plot: The movie follows Li Fong, a kung fu prodigy who moves to New York City and, with guidance from Mr. Han and Daniel LaRusso, enters a karate competition.

Key Takeaway:

Sony Pictures is strategically using the Roblox platform to reach Gen Z and Alpha audiences for its upcoming movie 'Karate Kid: Legends' by launching an immersive training simulator game with movie-themed rewards, leveraging the platform's high engagement among young users.

Main Trend:

  • The Increasing Use of Metaverse Platforms for Entertainment Marketing to Younger Generations: Sony's approach with 'Karate Kid: Legends' on Roblox exemplifies a growing trend in the entertainment industry of utilizing metaverse platforms like Roblox to engage with Gen Z and Alpha audiences in interactive and immersive ways, particularly for promoting movies and other forms of media.

Description of the Trend (please name it):

  • The Metaverse Movie Promo: This trend describes the strategic use of metaverse platforms, particularly those popular with younger demographics like Roblox, to market and promote movies. This involves creating immersive experiences, games, or virtual integrations that allow users to engage with the film's characters, settings, and themes in an interactive way, aiming to build awareness and excitement ahead of a release.

What is consumer motivation:

  • Engagement with Familiar Franchises in New Formats: Young users familiar with gaming platforms might be drawn to experience the 'Karate Kid' world in an interactive game format.

  • Desire for Immersive Experiences: Metaverse platforms offer a more engaging and interactive way to connect with entertainment content compared to traditional advertising.

  • Gamified Engagement and Rewards: The game format with quests and rewards (like avatar items) can incentivize participation and create a sense of accomplishment.

  • Connecting with Movie Themes and Characters: The game allows players to interact with iconic characters and locations from the movie, enhancing their anticipation for the film.

  • Social Interaction and Competition: The multiplayer aspect of Roblox allows users to engage with friends and compete with other players within the game.

What is driving trend:

  • High Engagement of Younger Audiences on Metaverse Platforms: Platforms like Roblox have a massive and dedicated user base of Gen Z and Alpha, making them an attractive space for marketing to these demographics.

  • Effectiveness of Interactive Marketing: Immersive and gamified experiences tend to be more memorable and impactful for younger audiences than traditional advertising methods.

  • Data on User Behavior: Statistics showing the significant time spent by young users on Roblox validate its potential as a marketing channel.

  • Success of Previous Brand Integrations on Roblox: Positive outcomes from past movie and brand promotions on Roblox have encouraged further adoption of this strategy.

What is motivation beyond the trend:

  • For Sony, the goal is to increase movie ticket sales among younger audiences who might not be familiar with the 'Karate Kid' franchise.

  • For Gamefam, these collaborations showcase their expertise in creating engaging experiences on metaverse platforms and attract further partnerships.

Description of consumers article is referring to:

  • Age: Primarily Gen Z (born roughly 1997-2012) and Gen Alpha (born roughly 2013-present) are the target demographics. The article mentions that users are likely not those who saw the original 'Karate Kid' in theaters (implying older generations). Roblox's PR states that 61% of its users are age 13 or older.

  • Gender: The article does not specify gender differences in Roblox usage or interest in the 'Karate Kid' franchise, suggesting a broad appeal across genders within these age groups.

  • Income: The Roblox game is free, making it accessible to a wide range of income levels within the target demographic.

  • Lifestyle: These are digitally native individuals who are actively engaged in online gaming and virtual worlds. They likely spend a significant amount of time on platforms like Roblox and are receptive to interactive digital experiences.

Conclusions:

Sony's partnership with Gamefam to create a 'Karate Kid Training Simulator' on Roblox represents a strategic and innovative approach to marketing to Gen Z and Alpha audiences by leveraging the immersive and interactive nature of metaverse platforms and the high engagement of these demographics within those spaces. This initiative aims to build awareness and excitement for the upcoming movie 'Karate Kid: Legends' in a way that resonates with younger viewers.

Implications for Brands:

  • Reach Younger Audiences in Digital Spaces: Metaverse platforms like Roblox offer a significant opportunity to connect with Gen Z and Alpha consumers where they spend a considerable amount of their time.

  • Interactive Experiences Drive Engagement: Immersive and gamified marketing experiences can be more effective than traditional advertising for younger demographics.

  • Platform-Specific Content is Key: Tailoring marketing content and experiences to the specific features and user behavior of each platform is crucial for success.

  • Consider Partnerships with Metaverse Experts: Collaborating with companies that specialize in creating engaging experiences within metaverse platforms can enhance the impact of marketing efforts.

Implication for Society:

  • Highlights the evolving landscape of marketing and advertising, with entertainment companies increasingly turning to digital gaming platforms to reach younger audiences.

  • Reflects the growing importance of the metaverse and virtual worlds as spaces for social interaction and brand engagement for younger generations.

Implications for Consumers:

  • Provides younger audiences with a fun and interactive way to engage with the 'Karate Kid' franchise and learn more about the upcoming movie.

  • Offers opportunities to earn virtual rewards and customize their avatars with movie-themed items.

Implication for Future:

  • We can expect to see more entertainment companies and brands utilizing metaverse platforms like Roblox as a key part of their marketing strategies for reaching younger demographics.

  • The creation of immersive brand experiences within virtual worlds is likely to become a more common practice.

Consumer Trend (name, detailed description):

  • Metaverse Entertainment Engagement: This trend describes the increasing engagement of consumers, particularly younger generations like Gen Z and Alpha, with entertainment content, including movies, music, and brands, through immersive experiences and games within metaverse platforms.

Consumer Sub Trend (name, detailed description):

  • Gamified Movie Marketing: This sub-trend highlights the growing practice of using video game formats and mechanics within metaverse platforms to promote upcoming movies, offering interactive experiences and rewards to engage potential viewers.

Big Social Trend (name, detailed description):

  • The Rise of the Metaverse as a Social and Entertainment Hub: Metaverse platforms are becoming increasingly significant as spaces for social interaction, entertainment consumption, and digital experiences, particularly for younger generations.

Worldwide Social Trend (name, detailed description):

  • Global Adoption of Metaverse Platforms by Younger Generations: The popularity of platforms like Roblox transcends geographical boundaries, making them a global stage for reaching young audiences with marketing and entertainment content.

Social Drive (name, detailed description):

  • The Desire for Interactive and Immersive Experiences: Younger generations are driven by a preference for engaging with content in interactive and immersive ways rather than passively consuming traditional media.

Learnings for brands to use in 2025: (bullets, detailed description)

  • Understand the Metaverse Landscape: Familiarize yourself with popular metaverse platforms and their specific user demographics and behaviors.

  • Prioritize Interactive Experiences: Focus on creating engaging and interactive content rather than simply repurposing traditional advertising.

  • Offer Platform-Specific Rewards and Incentives: Utilize the unique features of metaverse platforms to offer virtual rewards and enhance user engagement.

  • Collaborate with Metaverse Experts: Partner with companies or creators who have experience building successful experiences within these platforms.

Strategy Recommendations for brands to follow in 2025: (bullets, detail description)

  • Explore Creating Branded Experiences on Roblox: Investigate the potential of developing games or virtual worlds on Roblox to promote your products or entertainment content to younger audiences.

  • Integrate Your Brand into Existing Popular Metaverse Games: Partner with popular game developers to create in-game integrations or branded content.

  • Offer Exclusive Virtual Content or Rewards: Provide metaverse users with access to exclusive virtual goods or experiences related to your brand.

  • Engage with the Metaverse Community: Participate in relevant virtual events and interact with metaverse users in an authentic way.

Final sentence (key concept) describing main trend from article (which is a summary of all trends specified):

Sony's use of Roblox to market 'Karate Kid: Legends' exemplifies "The Metaverse Movie Promo" trend, showcasing how entertainment companies are increasingly leveraging immersive experiences on metaverse platforms to engage with and build excitement among Gen Z and Alpha audiences.

What brands & companies should do in 2025 to benefit from trend and how to do it:

In 2025, entertainment companies and brands targeting younger audiences should explore the potential of metaverse platforms like Roblox as a key marketing channel. This involves investing in the creation of engaging and interactive experiences, such as branded games or virtual worlds, that align with their content or products, offering platform-specific rewards and incentives to users, and collaborating with metaverse experts to ensure effective and authentic engagement with these digital communities.

Final Note:

  • Core Trend:

    • The Metaverse Movie Promo: Utilizing metaverse platforms for immersive and interactive movie marketing to younger audiences.

  • Core Strategy:

    • Create Engaging Experiences on Metaverse Platforms: Develop interactive games or virtual integrations on platforms like Roblox to promote movies and other entertainment content.

  • Core Industry Trend:

    • Growing Importance of Metaverse Marketing for Entertainment: The entertainment industry is increasingly recognizing the value of metaverse platforms for reaching and engaging younger demographics.

  • Core Consumer Motivation:

    • Desire for Interactive and Immersive Engagement with Entertainment: Younger audiences are motivated by the opportunity to experience entertainment content in a more hands-on and immersive way within virtual worlds.

Final Conclusion:

Sony's forward-thinking approach to marketing 'Karate Kid: Legends' on Roblox highlights the growing significance of metaverse platforms in the entertainment landscape. By embracing "The Metaverse Movie Promo" trend, brands can effectively connect with younger audiences in their preferred digital spaces, fostering greater engagement and excitement for their products and content.

Core Trend Detailed (The Metaverse Movie Promo):

  • Description: This core trend signifies the growing strategy within the entertainment industry, particularly for film promotion, of utilizing metaverse platforms that are popular with younger demographics, such as Roblox. Instead of or in addition to traditional marketing methods, movie studios are creating immersive experiences, often in the form of games or virtual worlds, that allow users to interact with the film's characters, settings, and themes in an engaging and interactive manner. This approach aims to build awareness, generate excitement, and foster a deeper connection with the movie among Gen Z and Alpha audiences before its release.

  • Key Characteristics of the Trend (summary):

    • Metaverse Platform Focus: Utilizing platforms like Roblox that have a large and active user base of younger demographics.

    • Immersive Experiences: Creating interactive games or virtual environments related to the movie's world.

    • Character and Setting Integration: Allowing users to engage with iconic characters and recognizable locations from the film.

    • Gamified Engagement: Incorporating game mechanics like quests, challenges, and rewards to incentivize participation.

    • Movie-Themed Virtual Rewards: Offering exclusive virtual items related to the movie for users' avatars.

    • Pre-Release Promotion: Launching these metaverse experiences in the weeks leading up to the movie's theatrical debut.

  • Market and Cultural Signals Supporting the Trend (summary):

    • High Engagement of Younger Audiences on Metaverse Platforms: Platforms like Roblox boast millions of daily active users, with younger demographics spending significant amounts of time on them.

    • Success of Previous Brand Integrations on Roblox: Past collaborations between movie studios and platforms like Roblox have demonstrated positive results in terms of user engagement and brand awareness.

    • Desire for Interactive Entertainment: Younger generations have grown up with interactive digital experiences and often prefer them over passive forms of media consumption.

    • Recognition of the Metaverse as a Marketing Channel: The entertainment industry is increasingly acknowledging the metaverse as a valuable space for reaching and engaging with younger audiences.

  • How the Trend Is Changing Consumer Behavior (summary):

    • More Interactive Engagement with Movie IP: Users are moving beyond simply watching trailers to actively participating in virtual worlds related to upcoming films.

    • Increased Brand Awareness and Recall: Immersive experiences can lead to stronger brand recognition and better recall of the movie's title and key elements.

    • Building Anticipation for Movie Release: Engaging with the virtual experience can heighten excitement and anticipation for the theatrical release.

    • Potential for Social Sharing and Virality: Users may share their experiences and earned virtual rewards within the metaverse and on other social media platforms, generating organic promotion.

    • Direct Connection with Target Audience: Metaverse promotions allow studios to directly connect with and gather insights from their core demographic of younger viewers.

  • Implications Across the Ecosystem (summary):

    • For Brands and CPGs (Entertainment Industry): Presents a novel and effective way to reach younger audiences, build brand awareness, and drive engagement for movies and other entertainment content. Requires understanding the nuances of metaverse platforms and creating compelling interactive experiences.

    • For Retailers (Metaverse Platforms like Roblox): Creates opportunities for partnerships with entertainment companies, driving traffic and user engagement within their platforms through exclusive movie-related content and virtual goods.

    • For Consumers (Gen Z and Alpha): Offers a fun, interactive, and immersive way to engage with their favorite movies and franchises before they are released, providing a deeper connection to the content and the ability to earn unique virtual rewards.

  • Strategic Forecast: The "Metaverse Movie Promo" trend is expected to continue its growth trajectory in 2025 and beyond. As metaverse platforms become increasingly sophisticated and popular among younger generations, they will likely become an essential component of marketing strategies for entertainment companies. We may see more complex and integrated movie-related experiences being developed within these virtual worlds, blurring the lines between marketing and entertainment.

  • Final Thought: The "Metaverse Movie Promo" trend signifies the entertainment industry's adaptation to the digital native habits of Gen Z and Alpha. By meeting these audiences where they are – in immersive virtual worlds – studios can create memorable and engaging experiences that build excitement for their films in innovative and effective ways.

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