Virtual Reality (VR)


Digital Publication

What Shoppers Really Want: Latest Omnichannel Strategies

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.

Making an Experience Real

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?
Politics Publication

The Ipsos Almanac 2016

"What a year! At one point I was worried that we wouldn’t have much to write about in this year’s Ipsos’s Almanac, but 2016 is a massive reminder that history never moves in straight lines."
Ipsos Update Publication

Ipsos Update - September 2016

This is the September 2016 edition of Ipsos Update, a selection of research and thinking from Ipsos teams around the world.
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.
Virtual Reality (VR) Publication

Is VR The Auto Industry’s Sleeping Giant?

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!