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How to Use Virtual Reality As A Powerful Immersive Storytelling?
There is a general perception that gamers are the main target audience for virtual reality (VR) experiences, and our research finds this opinion is shared by 60% of participants. There is an emerging awareness of VR in the UK, with 59% of men boasting a strong understanding of VR, compared with 46% of women.
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Advertising, Reality, the World – According To Pokémon Go
How Pokémon Go reflects current global trends, people’s current aspirations, and how brands can successfully embrace these changes.
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Olympic Games - The Reality of Rio - Was this really #Apocolympics Now?
Or were the Games the catalyst for a fresh look and a new tone to the link between sponsors, organisers, audience and athletes that reflects the participative nature of brands and citizenship in the connected world?