Ipsos GameTrack (conducted on behalf of Video Games Europe) provides robust evidence that exposure to in-game advertising increases both brand affinity and advertising awareness, demonstrating that virtual gaming environments can create measurable real-world brand impact.
New polling from Ipsos in the UK, in partnership with JOE Media, suggests one in three (36%) 16-34 year olds in Britain feel lonely at least once a week, despite three quarters (75%) saying they have ‘many’ friends.
GambleAware has published a report on research conducted by Ipsos , titled "Minority Communities & Gambling Harms Quantitative Report: Lived Experience, Racism, Discrimination".
This is the latest instalment of a series examining the relevance of key pillars of popular culture, from our dedicated team of qualitative media, technology, and cultural experts.
Ipsos has undertaken research on behalf of the Interactive Software Federation of Europe (ISFE) to explore how children aged up to 15 years old are using communication features when playing videogames and how parents are controlling and monitoring this online interaction to help safeguard their children.
In 2020, women played an influential part in the success of the video game industry. We explore how women contributed as video game players, purchasers and creators, and how the video game industry itself can better represent them.
This is the latest instalment of a series examining the relevance of key pillars of popular culture, from our dedicated team of qualitative media, technology, and cultural experts.