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Article

Global strategies, campaign updates and trends in mobile, apps and games.

News

In a move that is likely to have big ramifications for China’s booming gaming industry, Tencent has announced it will require all players to identify themselves so their ages can be checked against police databases.

Article

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

Case Study

32Red, a multi-product gambling business, was able to grow its business and achieve its targets by improving the efficacy of its TV and search channels.

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.

Article

Global strategies, campaign updates and trends in the gaming category.

Case Study

Beano, a children's comic, transformed itself from a dormant heritage brand into a contemporary entertainment brand for a whole new generation of digital-native kids in the UK.

Case Study

The Senet Group, an independent body set up to promote responsible gambling standards, released a campaign in the UK to help raise awareness of the dangers of betting addiction through emotion.

News

BEIJING: China plans to establish a huge free trade zone in its southernmost province of Hainan in a move that could see the island challenge Hong Kong and Singapore for talent and investment.

Case Study

Red Barrels, the Canadian video game developer, produced a comic diaper product to advertise its new horror game, Outlast 2, which was launching globally.

News

BEIJING: For the first time, men in China spent more online than women, due to heavy spending from young men on takeaway food and gaming, in a reversal of the traditional belief that women shop more than men.

Article

This report uses 2017 Nielsen data to examine the digital media consumption habits of Australians, including devices used, generational differences and emerging trends.

Article

Reveals how consumers are engaging with their smart devices, which is essential knowledge for telecoms companies to position their brands in the right way.

Case Study

Chocolate brand Snickers used social media and gamification to appeal to teenagers in China during exam season and reverse negative growth.

Case Study

Clear Shampoo, an anti-dandruff shampoo brand, launched a campaign in Vietnam to increase consumption and market share of its new product, Clear Herbal.

Case Study

Cheetos, a cheese-flavoured snack brand, developed a gaming app to target tweens in Turkey, increase brand awareness and reinforce Cheetos as a 'fun' brand.

Case Study

Mountain Dew, a drinks brand from PepsiCo, launched its product 'Game Fuel' by creating an online gaming championship to connect with its target - India's gamers.

Article

This event report analyses the process of building a successful brand, from the point of view of three established brands: Just Eat, Disney and Philips.

Research Paper

This paper argues that the influential and widely used Chinese app, WeChat, has created a distinct national digital mindset, specifically representing a unique narrative form that can be leveraged to gain more spontaneous and unmediated responses from Chinese consumers.

Case Study

This case study shows how Plusnet, a broadband service provider, used a brand building campaign to set itself apart in a cut-throat, competitive UK market.

Case Study

This case study details how Microsoft, a technology company, created brand engagement between customers and its online gaming subscription service, Xbox Live.

Article

This article explores how Tencent, which owns QQ Music and WeChat, was able build a successful paid music streaming service in China with a focus on omni-channel marketing, volume of subscriptions over price, and music label partnerships.

News

LONDON: WeChat, a Chinese mobile messaging service, "is the best example yet of how China is shaping the future of the mobile internet for consumers everywhere", according to The Economist.

Article

This article contrasts the most commonly held assumptions about brands from developing and emerging (D&E) markets with the reality.

News

BEIJING: Spending on virtual reality in China is forecast to almost quadruple in 2016 and to more than double again in 2017.