You have already chosen to receive updates on this topic.
you can review you topic selection in Your Warc.
Your topic selection has been saved successfully.
You'll now receive a weekly Topic Update email when there's new content on this topic.
You can review your topic selections in Your Warc.
You will receive a weekly email whenever there’s new content on this topic.
You can review the topics you follow in Your Warc.
Learning to play well: LEGO's eight-step comeback from near bankruptcy
How the toy manufacturer recovered from the brink of bankruptcy to become one of the world's most-loved brands. This involved placing less emphasis on licensing deals, more on the consumer, and building advocacy via high-value fans.
Not a subscriber? Download this sample
The competitive landscape for leisure: why wide appeal matters
This article reports the results of an analysis of participation across a range of leisure activities in the UK.
Webinar: Leisure and entertainment in Asia
An overview of leisure in Asia, from participating in and viewing sports to bars and online entertainment.
Leisure & Entertainment company profiles
Euromonitor data and analysis on the sector's major companies.
Double Robotics: Lucy the Robot
This case study describes how the American technology company Double Robotics created a humanoid robot to showcase its expertise and break into the Australian market with a new product.
Epiphone: The Les Paul Skill Check
This case study shows how Epiphone, the American guitar brand, launched a new signature Gibson Les Paul in Germany with a Shazam challenge to engage guitar players.
The Fitness Garage: Full throttle ahead for new fitness brand
This case study explains how Fitness Garage, the Sheffield (UK) gym opened in 2014, won 'Newcomer gym of the year' and exceeded membership targets.
Adler Planetarium: Space is freaking awesome
This case study describes how the Adler Planetarium encouraged more visitors by presenting the wonders of space in a way that people found approachable.
Game on: the potential of gaming as an advertising medium
This article discusses findings to the question of what makes gaming so engaging, and does it hold potential as an advertising medium.
Virtual Reality: Are you experienced?
This event report considers virtual reality technology and how it can offer marketers and brands new ways to reach consumers.
7 ways to engage sports fans
This article explores ways to engage sports fans through opportunities presented by the inherent sociability, live TV, eSports, and expansion.
How brands can tap the desire for live experiences
This event report examines the ways in which brands can leverage live experiences and looks at ways to address the scarcity of live events.
7 routes to more effective sports sponsorship
This article outlines seven strategies by which brands can successfully leverage the power of sport sponsorship.
Fan-first sports platforms
This article describes how most sport fans would be receptive to increased levels of sports sponsorship if the brands were to act more like fans themselves and explores this insight to investigate the five new dynamics of effective sports sponsorship.
The future fan: Exploring the evolution of music fandom and what it means to brands and the media
This paper examines the world of fandom, its evolution, drivers and future direction, using Twitter as the baseline platform and outlining a social media usage strategy that can serve the music industry.
Play Ball! LA Dodgers and R/GA build a tech-enabled brand
This event report outlines how the LA Dodgers and R/GA joined forces to bring tech innovation to the world of baseball and brand-building alike.
+1 202 778 0680
+44 (0) 20 7467 8100
+65 3157 6200