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News

The US appears to be witnessing a resurgence in over-the-air TV (OTA), research by Nielsen has found.

News

Sony’s chief executive, the recently appointed Kenichiro Yoshida, surprised the CES audience in Las Vegas with a renewed focus on the Japanese company’s content division, emphasising a wider shift in which high-end, infrequently ...

Article

Provides key details and analysis of consumer electronics company, Sony.

Case Study

Gaming console brand Sony PlayStation used mobile, outdoor, print, online, in-store, on-ground and social activations to launch its PS4 console in key Southeast Asian markets and convince families and casual gamers to purchase and play.

Article

Looks at the trends in internet usage, tech ownership and the connected home in Great Britain in Q3 of 2018.

Article

Looks at the trends in internet usage, tech ownership and the connected home in Great Britain in Q3 of 2018.

Article

This Company Profile from Euromonitor provides key details and analysis of Nintendo Co Ltd.

Case Study

Xbox, a gaming console brand, launched an offering to customise its controllers for fans in the US to both express their love for the brand and which acted as a means of promotion in itself.

Article

Analysing what makes social media strategies effective, with lessons for marketers drawn from the 'Effective Social Strategy' category of the 2018 WARC Awards.

Article

explores how gaming platforms, which allow brands and products to be promoted via means such as sponsorship or in-game advertising, can enable brands to build reach.

Research Paper

Academic and practitioner studies have found that television consumption is highest among American audiences of diverse races and ethnicities.

Case Study

NETSCOUT, an application and network performance management products provider, increased sales by creating a campaign that quickly developed into a full-length documentary, screened across important US film festivals.

Case Study

Telecoms provider Batelco devised a campaign that used entertaining mobile video content to target Bahrainis during Ramadan and increase market share.

Case Study

The US Air Force launched a campaign involving VR and 360 videos to help raise awareness of its special operations.

News

DETROIT: American consumers are far more satisfied with streaming services, such as Netflix and Amazon Prime Video, than they are with traditional cable and satellite TV providers, a new survey has revealed.

Case Study

PlayStation, a video gaming brand, launched the Play Everything campaign in Singapore to engage audiences.

News

TOKYO: Following Sony’s seven-fold increase in profits year on year, the Japanese consumer electronics giant has signalled a new direction with its acquisition of EMI Music Publishing.

Article

Looks at the trends in internet usage, tech ownership and the connected home in Great Britain in Q1 of 2018.

Case Study

PlayStation, the games console brand, used an integrated campaign with a focus on social media to connect with casual gamers across Southeast Asia.

Article

Using examples from Delta Air Lines, Lynx, Wilkinson Sword and Sky Television, this article explains how to tie in marketing metrics with the goals of the overall organisation and how to isolate the impact of marketing’s paid efforts to get close to people’s real experiences of the brand.

Article

Consumers today have become accustomed to finding what they want quickly, having their queries responded to in real time, the overnight delivery of purchases and the positives of personalisation.

News

LONDON: Four in ten children in the UK aged 9-16 are already using voice recognition devices at home, according to new research which raises questions about how they will communicate with each other in the future.

Gunn Report

Contains the creative for the 'Gravity Cat' campaign for Sony Gravity Daze 2 by the agency Hakuhodo in Japan.

Article

Looks at the trends in internet usage, tech ownership and the connected home in Great Britain in Q4 of 2017.

Article

Ten media and technology trends and their implications for brands, including e-commerce, loyalty, Chinese influence, voice, blockchain and smart cities.