Case Study

Truly, Madly, Deeply Engaged: Global Youth, Media and Technology

2 pages

Topics: Emerging Technology, Internet Usage, Media, Youth

As part of Yahoo!’s Summit Series for marketers, Yahoo! and OMD (the largest communications specialist in the world and member of the Omnicom Group Inc.) commissioned research from Ipsos and a third-party research partner to identify and better understand the "My Media Generation," a term applied to the 13 to 24-year-old Internet population.

Ipsos Minutes

New Technologies: The Move Toward Radical Personalization

BRIAN CRUIKSHANK

Topics: Digital Content, Digital Media, Internet Usage

In this briefing, Brian talks about the trend of consumers having more control over content – both in what they want and when they want it.

Webinars

Gaming Goes Mainstream - The Latest Perspectives on the Gaming Industry

Duration: 1 hour

Topics: Digital Media, Internet Usage

Given the exponential growth in videogaming, gamers are now the new power consumer, representing approximately 144 million of the 244 million online U.S. consumers. Today’s gamers are almost as likely to be female as male, are often married with children, and have mainstream incomes and rich social lives. In fact, gamers are more active, more social, more influential, and more affluent than non-gamers. The gaming audience can no longer be ignored or treated as tangential - Grand Theft Auto 4 generated $310 MM in its first day, shattering previous records, and exceeding blockbuster entertainment properties like Dark Knight, Spiderman 3, and the final Harry Potter novel. One year ago, Activision announced that the Guitar Hero series had generated $1 billion in sales – just a short year later, the specific title Guitar Hero III: Legends of Rock has now hit the $1 billion mark.

White Paper

IGN & Ipsos: Are You Game?

21 pages; 32 charts and graphs

Topics: Digital Media, Internet Usage

IGN Entertainment, a division of Fox Interactive Media, and Ipsos MediaCT co-released a series of research findings from a comprehensive study examining the growing diversity, consumption patterns and social activity of videogamers. This unique research study was conducted in two phases, a quantitative overview of gaming households among the U.S. online population, and a follow-up qualitative deep dive among the key segments in the gaming market. The qualitative portion of the research included focus groups and in-home interviews. Learn more about the unique behaviors of gamers by reading this paper now.