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Ipsos Research Highlights - February 2017
Ipsos's Research Highlights for February 2017 includes concern about the NHS jumping to the highest level since 2003 and six in ten around the world think their society is `broken'.
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National Youth Social Action Survey 2016
Step Up To Serve and the Office for Civil Society commissioned Ipsos to run the 2016 wave of the National Youth Social Action Survey.
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Health Security Survey for the Bill & Melinda Gates Foundation
An Ipsos survey on behalf of the Bill & Melinda Gates Foundation shows online adults in the UK and Germany are more concerned about the spread of infectious disease than they are about war with other nation states.
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Europe still seen as most important relationship for Britain
Despite voting to leave the European Union in June last year, Europe is still seen as the most important relationship for Britain compared with America or the Commonwealth.
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Industrial Capital Expenditure Survey 2017
Arcadis commissioned Ipsos to conduct research with senior property executives to support a cross-sector, global exploration of capital planning and delivery in industrial manufacturing markets.
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Theresa May's honeymoon continues as Jeremy Corbyn still struggles with public approval
Theresa May continues to have strong backing from the British public according to Ipsos's February 2017 Political Monitor.
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Smart Metering Energy Efficiency Advice Project
Ipsos and Energy Saving Trust's work to develop and test the delivery of energy efficiency advice during smart meter installations ahead of the 2020 Smart Meter Rollout.
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Concern about the NHS jumps to the highest level since 2003
Concern about the NHS jumps to the highest level since 2003, whilst concern with the EU/Brexit also rises a post-referendum peak.
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Incremental Versus Monumental Decision-Making
In this Ipsos Marketing paper, we explore a new approach to decision-making which is based on a technology-enabled, phased research approach that delivers deep consumer insights that will fuel brand growth.
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Making an experience real
As more Virtual Reality (VR) content is produced, Neil Stevenson has been pondering a simple question: What makes 'good' VR content good, exactly?