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sales-gaming-marketing销售游戏营销

Agent Skill

sales-gaming-marketing 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

428

周安装

18

GitHub Stars

13

下载量

150
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:sales-gaming-marketing(销售游戏营销)
来源仓库:https://github.com/sales-skills/sales
仓库路径:skills/sales-gaming-marketing
安装命令:
npx skills add https://github.com/sales-skills/sales --skill sales-gaming-marketing
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/sales-skills/sales --skill sales-gaming-marketing

简介

sales-gaming-marketing 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前顶部介绍:sales-gaming-marketing 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。
  • 可结合来源仓库、安装命令和原始 README 继续核验具体用法。

SKILL.md

Gaming Influencer Marketing Strategy

Helps the user plan and execute influencer marketing campaigns specifically for video games — from finding gaming creators and negotiating streamer partnerships through game launch campaign sequencing, budget allocation, and gaming-specific ROI measurement.

Step 1 — Gather context

If references/learnings.md exists, read it first for accumulated knowledge.

Ask the user:

  1. What do you need help with?

- A) Finding gaming influencers or streamers for my game - B) Planning a game launch influencer campaign - C) Budgeting for gaming influencer marketing - D) Outreach and negotiation with gaming creators - E) Measuring gaming influencer campaign ROI - F) Choosing a gaming influencer agency or platform - G) Content strategy (what type of content to commission) - H) Something else — describe it

  1. What kind of game?

- A) PC (Steam, Epic, GOG) - B) Console (PlayStation, Xbox, Nintendo) - C) Mobile (iOS, Android) - D) Multi-platform - E) VR - F) Other — describe it

  1. What stage is the game in?

- A) Pre-announcement — building awareness - B) Wishlist phase — driving Steam wishlists - C) Launch week — maximizing day-one sales/installs - D) Post-launch — sustaining player base, DLC, updates - E) Live service / ongoing — seasonal content, events

  1. Budget range?

- A) Bootstrapped (game keys + early access only, no cash) - B) Small ($1K-5K) - C) Medium ($5K-25K) - D) Large ($25K-100K) - E) AAA ($100K+)

If the user's request already provides most of this context, skip directly to the relevant step. Lead with your best-effort answer using reasonable assumptions (stated explicitly), then ask only the most critical 1-2 clarifying questions at the end.

Step 2 — Route or answer directly

If the request maps to a specialized skill, route:

  • Cloutboost platform setup/config → /sales-cloutboost
  • Famesters agency services → /sales-famesters
  • General influencer marketing strategy (not gaming-specific) → /sales-influencer-marketing
  • Retargeting influencer content for paid ads → /sales-retargeting
  • PR and media relations for game launches → /sales-media-relations
  • Community building on Reddit → relevant subreddit strategy

Otherwise, answer directly from the strategy knowledge below.

Step 3 — Gaming influencer marketing reference

Read references/platform-guide.md for detailed module documentation, pricing, integrations, and data model.

*You no longer need the platform guide details — focus on the user's specific situation.*

Step 4 — Actionable guidance

Based on the user's specific question:

  1. Creator discovery plan — platform-by-platform search strategy for their game genre
  2. Launch campaign calendar — week-by-week plan from pre-launch through post-launch
  3. Budget recommendation — allocation across tiers, platforms, and content formats
  4. Outreach templates — gaming-specific outreach for different creator tiers
  5. Measurement framework — which metrics to track and how to set up attribution

Gotchas

*Best-effort from research — review these, especially items about pricing and agency capabilities that may change.*
  • Wishlists ≠ sales. Industry average wishlist-to-purchase conversion is 15-25% on launch day. Don't equate wishlist count with revenue. A creator driving 5,000 wishlists at 20% conversion = 1,000 sales.
  • Gaming creators value authenticity over payment. Many mid-tier gaming creators will turn down paid sponsorships if the game doesn't fit their channel. A genuine match matters more than budget. Focus on genre alignment first, then negotiate.
  • Twitch has a short content shelf life. A sponsored Twitch stream generates views during the live broadcast + 24-48 hours of VOD views. YouTube videos have months or years of long-tail discovery. Budget accordingly.
  • Demo campaigns outperform wishlist-only campaigns. If your game has a playable demo, lead with demo coverage. Creators playing a demo generates more authentic content than reacting to a trailer.
  • Steam algorithm amplifies external traffic. Steam's discovery algorithm rewards games that drive traffic from external sources. Influencer campaigns can trigger a virtuous cycle where external traffic → Steam algorithm boost → organic discovery.
  • Nano creator volume beats single macro creator. For indie games, 50 nano creators with game keys ($0 cost) often generate more total coverage and wishlists than a single $5K macro creator. Cast wide at the nano tier.
  • Keymailer and Woovit are free for key distribution. Don't pay for nano-tier outreach. Use game key platforms where creators actively opt in to receive games in your genre.
  • Self-improving: If you discover something not covered here, append it to references/learnings.md with today's date.

Before recommending a specific platform skill

This skill covers a strategy domain across many platforms. Before pointing the user to any specific platform skill (any /sales-{platform} listed in ## Related skills, e.g., /sales-mailshake, /sales-klaviyo, /sales-apollo), read that platform skill's actual SKILL.md first. The 1-line description in ## Related skills is enough to *identify* a candidate — it's not enough to *commit* to it or to write a prompt that invokes it well.

How to read it:

  • If ~/.claude/skills/{skill-name}/SKILL.md exists locally, Read it.
  • For sales-* skills, WebFetch directly from this repo: https://raw.githubusercontent.com/sales-skills/sales/main/skills/{skill-name}/SKILL.md — e.g., for sales-mailshake: https://raw.githubusercontent.com/sales-skills/sales/main/skills/sales-mailshake/SKILL.md.
  • For non-sales-* skills (third-party), look up {org}/{repo} in ~/.claude/skills/sales-do/references/skill-sources.md if installed and fetch the same skills/{skill-name}/SKILL.md path under that repo.

After reading, ground your recommendation in something concrete from the SKILL.md (its scope, a sub-flow, its argument-hint shape, or a "Do NOT use for..." negative trigger). Align any generated invocation with the platform skill's argument-hint. If the platform skill turns out not to fit the user's situation, swap to another or handle the question here directly rather than recommending a poor fit.

Related skills

  • /sales-cloutboost — Cloutboost platform help — Portal discovery, campaign management, retargeting, PR
  • /sales-famesters — Famesters platform help — full-cycle influencer agency (gaming, fintech, iGaming, apps), BuzzGuru analytics
  • /sales-influencer-marketing — Influencer marketing strategy across platforms — platform comparison, creator vetting, ROI measurement
  • /sales-retargeting — Retargeting strategy — repurpose influencer content for paid ads
  • /sales-media-relations — Media relations strategy — gaming press outreach, press kits, coverage tracking
  • /sales-do — Not sure which skill to use? The router matches any sales objective to the right skill. Install: npx skills add sales-skills/sales --skill sales-do

Examples

Example 1: Indie horror game launch on Steam

User says: "I'm launching an indie horror game on Steam in 6 weeks. Budget is $3K for influencer marketing. How should I approach this?" Skill does:

  1. Designs a 6-week launch sequence: keys to 50 nano creators now, 5-8 paid micro creators for first impressions at week -3, embargo'd review copies at week -1
  2. Allocates budget: $2K on 5 micro YouTube creators ($400 each), $500 on 3 TikTok nano creators ($150 each), $500 reserve for launch-week Twitch streams
  3. Recommends Keymailer for free nano-tier key distribution
  4. Sets up measurement: Steam UTM links per creator, wishlist tracking dashboard Result: User has a complete 6-week campaign plan with budget allocation and measurement framework

Example 2: Mobile game influencer strategy

User says: "We're a mobile game studio launching a puzzle game on iOS and Android. We've never done influencer marketing. Where do we start?" Skill does:

  1. Explains that mobile game influencer marketing focuses on TikTok and YouTube (less Twitch, which skews PC/console)
  2. Recommends starting with 20-30 TikTok nano creators for short-form gameplay clips at $50-150 each
  3. Notes Cloutboost Portal filters can narrow to mobile game creators specifically
  4. Designs a test campaign: $2K budget, 15 creators, track install attribution via unique promo codes or referral links Result: User has a beginner-friendly mobile influencer strategy with specific next steps

Example 3: Measure gaming influencer campaign ROI

User says: "We spent $15K on YouTube creators for our Steam launch. How do I tell if it worked?" Skill does:

  1. Identifies available data: Steam UTM links (if used), wishlist timeline vs video publish dates, total views + engagement
  2. Calculates cost per wishlist and cost per install from available data
  3. Benchmarks against industry averages ($0.50-3.00 per wishlist, 15-25% conversion)
  4. Identifies which creators drove the most wishlists per dollar and recommends re-engaging top performers for post-launch content Result: User has a concrete ROI analysis and knows which creators to invest in again

Troubleshooting

Influencer content didn't drive wishlists

Symptom: Creator videos got views but wishlist numbers didn't move Cause: Missing attribution links, wrong audience-game fit, or content didn't include a clear call to action Solution: Check if Steam UTM links were used — without them, wishlist attribution is impossible. Review the creator's audience demographics (PC gamers vs console/mobile). For future campaigns, require creators to include a Steam link in the description and verbally mention "link below to wishlist." Compare the wishlist timeline against video publish times to find the correlation, even without UTM tracking.

Can't find creators in your niche genre

Symptom: Searching for creators who play your specific genre but finding very few Cause: Niche genres (farming sim, city builder, visual novel) have fewer dedicated creators than mainstream genres (FPS, RPG, survival) Solution: Broaden the search to adjacent genres. Look for creators who play similar games rather than the exact genre. Check Steam's "More Like This" for your game and search for creators who covered those titles. Use Keymailer — creators self-select into genres they want to cover, so niche matches are higher quality. Consider TikTok, where niche gaming content often has outsized reach relative to creator size.

Gaming creators not responding to outreach

Symptom: Sending emails to 50+ creators but getting under 10% response Cause: Generic outreach, wrong email address, or creator doesn't cover your genre Solution: Verify genre alignment before reaching out (check their last 10 videos). Use their business email from YouTube's About page, not a guessed address. Lead with the game — attach a game key or demo link in the first email. Keep it to 3-4 sentences. Gaming creators get hundreds of pitches monthly — make yours easy to act on (key included, no lengthy briefs, no NDAs for initial contact).

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02

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

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Codex

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按下载量换算31

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