Over the past 20 years the shopping experience of consumers has changed drastically in the course of digitalisation. Today, shoppers can buy wherever and whenever they like.
As more Virtual Reality (VR) content is produced, Neil Stevenson, Ipsos Connect, has been pondering a simple question: What makes 'good' VR content good, exactly?
"What a year! At one point I was worried that we wouldn’t have much to write about in this year’s Ipsos MORI’s Almanac, but 2016 is a massive reminder that history never moves in straight lines."
This is the September 2016 edition of Ipsos Update, a selection of research and thinking from Ipsos teams around the world.
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.
How Pokémon Go reflects current global trends, people’s current aspirations, and how brands can successfully embrace these changes.
The world’s leading companies are using virtual reality (VR) to a major advantage, and that will only increase in the future. Vehicle makers need to get onboard 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?
Consumers have never had as many ways to engage with music as they have today. Yet with many services being based on free, ad-supported models it is fair to argue that the value of music itself as a commodity is rapidly declining in the eye of the consumers.
Sponsors join athletes aiming for the podium. The bar was set on August 12, 2012 – and it was set high. The numbers were: 3.6 Billion, 100,000, 500 and 220.