Brands


Virtual Reality (VR) Publication

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.
Gaming Publication

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.
Advertising Publication

Effective Communications Begin With the Brand

We all remember great ads. But do we remember the company? This is the No. 1 aim for advertising, but, surprisingly, many marketers don’t achieve it. The reason is the brand is not front-and-center. Marketers must start with the brand in the earliest conception stage, and weave it throughout the storyline architecture at opportune points. There are several tried and true techniques to ensure success. This Point of View paper addresses those approaches— crucial to effective advertising.
Brands Publication

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?
Consumption Publication

The new lubricant trade in ASEAN - A promising new era

Global lubricant markets have seen a dramatic rebound since the global economic recession of 2008–2009. At that time, global demand dipped to its lowest point since the latter half of the 20th century, but has since surpassed its previous high mark set in 2007. One of the key drivers of this rebound can be attributed to Asia, where the developing economies of emerging markets are fueling the rising demand for lubricants.
Social Listening Publication

Side-by-side Social Intelligence

Using the analysis and synthesis of social data to enhance and complement our primary research. We live in a digital world where mobile technology allows us to spend more and more time on social media.
Consumers Publication

African Youth: Who Is The Young African Consumer?

Africa has the world’s youngest population. Young people account for 60% of the continent’s population. More specifically, there are 220 million young people aged 15-24 in Africa. According to a UNESCO forecast, there will be 350 million in 2030.
Music Publication

There Is an App For That: How Apps Can Add Extra Value to The World of Music

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.
Sponsorship Publication

Olympic Games - Who Else is Going for Gold in Rio?

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.