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Article

This article offers strategies for recognising and minimising biases that can lead to suboptimal thinking and decisions in organisations.

Article

This article describes how Copa90, the football website, is preparing for the new media landscape that waits for the 2018 World Cup Finals in Russia.

Article

This article offers guidelines for marketers to help them rethink how they can best use social media platforms - offering innovations to expand reach at lower cost - to deliver the greatest value to advertisers.

Article

This event report details a variety of innovations in communications, with UK examples from advertisers including Google, Domino's Pizza and Barclays.

Case Study

This case study describes how Halo 5, a computer game, increased participation, provoked conversation and beat Halo 4 sales figures.

Case Study

This case study describes how Under Armour, an American clothing brand, took a cultural insight into an athlete's play and brought that idea to life with the help of a computer game.

Article

This article seeks to understand the habits of linear TV users as online viewing moves through its infancy and into the mainstream.

Case Study

This case study describes how Holiday Inn Hotels, part of a world-leading hotel group, launched an innovative online advertising campaign to increase the likelihood of US travelers booking at Holiday Inn Hotels.

Case Study

This study details how AIDS Hilfe in Hamburg, a non-profit organisation that aims to combat sexually transmitted diseases and HIV & AIDS, used an unconventional computer game to deliver sexual education to young people.

Article

This article provides marketers with information and guidance on setting marketing budgets.

Research Paper

This study investigates the moderating influences of brand congruence and placement prominence on the impact of game-evoked flow on cognitive and affective outcomes for in-game brand placements.

Research Paper

Food marketing is under increased scrutiny for its implicated role in the childhood obesity epidemic.

Research Paper

This study analysed advergames on top online gaming websites for children. The content of 131 websites was analysed to see whether each site contained advergames, particularly advergames for food products, and the way the advergames were presented to children.

Research Paper

The purpose of this investigation was to explore the persuasive effect of product placement on mobile phone games.

Research Paper

In-game advertising (IGA) may offer an attractive opportunity for advertisers to reach an elusive consumer segment if messaging is managed effectively.

Research Paper

Advergames, blending advertising messages with interactive games, aggressively target young children online.

Research Paper

In this paper we explore the validity of using chronological age as a primary targeting factor. We show that the majority of people do not identify with their own chronological age group, perceiving themselves to belong to a younger age group.

Article

In this article, executives from LEGO discuss its successful Cuusoo online crowdsourcing platform, which has helped the company create several new products by successfully engaging with the community it knows as AFOLs - or "Adult Fans of Lego".

Research Paper

The study looks at the effectiveness of in-game advertising, focusing specifically on the impact of medium context.

Case Study

This case describes the relaunch of Cruising for Excellence Online (CFE2), a programme that enables travel agents to experience virtually life on Royal Caribbean Cruises’ (RCL) ships.

Article

This report provides an in-depth view of the major trends to impact the Technology, Media and Telecommunications sector in the coming year.

Research Paper

Online research has experienced astonishing growth over the past 15 years. To keep up with this growth, researchers have developed new ways of accessing and utilising respondents.

Article

This report summarises the findings of a global online survey into the digital influences on grocery shopping behaviour.

Research Paper

As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research.

Case Study

Tassimo is an on-demand home coffee maker, made by Kraft Foods, which wanted to increase household penetration in Canada by five points in 2010-2011 in order to drive sales of the Tassimo brewing machine and its coffee pods.