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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

Ten media and technology trends and their implications for brands, including contextual commerce, digital detox, expanding connectivity, design from data, smart out of home and experiential e-commerce.

Research Paper

Intel, a technology company, and Ipsos, a global market research firm, set up a pilot in the US to build an ongoing framework for instant insights that can aid different stakeholders in exploring rapid activation with micro-targets.

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.

News

The continuing rise of connected TV (CTV) is presenting brands with a conundrum – while the audiences are growing at rates that can’t be ignored, there remain several core challenges around measurement, ad frequency and goals.

Article

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

Research Paper

Market research company, respondi researched the extent to which online influencers are able to affect their audiences in Germany.

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

The average American still spends a lot of time watching live TV – advertisers' target viewers are in fact sticking with live television, and view video and TV online far less often than assumed.

Article

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

Opinion

Part of an effective social strategy is ensuring that campaigns not only anticipate what their audience will talk about but also ensuring that they seamlessly become part of the conversation.

Article

Provides key details and analysis of LEGO Group.

Case Study

Nvidia, a computer game company, convinced Chinese gamers that its deal with Nintendo wouldn't compromise the quality of Nintendo games by holding a gaming livestream event with influencers.

Article

Focuses on the role and effectiveness of premium multi-screen video in a marketer’s video plan and identifies six key elements of a strong video ad platform.

Article

This Company Profile from Euromonitor provides key details and analysis of Mattel Inc, the owner of brands such as Barbie, Polly Pocket and Fisher-Price.

News

NEW YORK: New connected devices – smart TVs, game consoles, and other connected devices – are growing their penetration into US households.

Gunn Report

Xbox, Microsoft’s gaming brand, transformed its consumers into entrepreneurs in a campaign that allowed gamers to design and then sell their own Xbox game consoles.

Research Paper

In e-marketplaces, consumers often have to choose a seller from which to purchase a product. The author argues that seller choice depends on both evaluations of the display price of the product, related to anchoring, and sellers’ review volume, related to assimilation-contrast.

Article

Provides an overview of the global toys and games industry, examining the global outlook, leading companies and brands and top five trends shaping the industry.

Case Study

Xbox, the video gaming company, changed the perception that real-time strategy games are boring by introducing the characters of Halo Wars 2 into the real world in the US.

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

Coca-Cola, the drinks manufacturer, aimed to target fans that used different devices and screens, with fresh at-home snacking rituals that open up further opportunities to drive sales of soft drinks.

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

Looks at the trends in internet usage, tech ownership and the connected home in Great Britain Q3 of 2017.