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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.

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.

Gunn Report

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

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.

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.

Article

Discusses the advantages of audio advertising from the mobile marketing perspective, how it can inspire brand strategies and presents the relation between audio and programmatic media.

Article

TV has been slow to adapt to the benefits of programmatic but it can help provide more efficient and transparent ad campaigns.

News

SAN FRANCISCO: In recent years, publishers have rushed to create video content that they can monetise using pre-roll ads, but such an approach is short-sighted according to Bleacher Report, which sees its video future being driven by sponsorships ...

Article

This Company Profile from Euromonitor provides key details and analysis of Hasbro Inc. Included is a strategic evaluation with key facts about the US company, competitive positioning against comparative brands, and assessment of its position in the leisure market.

Case Study

UBISOFT, a gaming brand, reinvented the ‘Just Dance’ game in Europe by producing a campaign that reminded gamers of the social power of dance.

Case Study

Pot Noodle, an instant noodles brand, successfully increased sales by cleverly switching its brand positioning among UK consumers.

Case Study

GarantiOne, a banking app for 18-25 year olds, increased app downloads in Turkey by collaborating with Onedio, the Turkish version of BuzzFeed, to produce an interactive media banner.

News

SYDNEY: Connected TV, such as smart TVs and OTT providers, now make up more than a third (35%) of the online video supply offered by Australia’s broadcasters, but advertisers are failing to capitalise on the opportunity, according to a new ...

Article

This article explores views around the use of virtual reality as an advertising medium.

Case Study

This case study shows how Fanta, the carbonated drinks brand, levelled its brand equity and sales across the Middle East, by creating a gaming platform for teens.