Research reports

/Research reports

Games 360 US Report

The Games 360 US Report reveals how Americans feel about (and consume) gaming, the devices and platforms they prefer and how [...]

12 digital youth trends you need to know about

12 digital youth trends you need to know about, is Disrupt's analysis of what brands need to understand about the [...]

What sponsors want and where their dollars will go 2017 research report

IEG’s annual 'what sponsors want and where their dollars will go research report' is an interesting insight into what sponsorship [...]

SuperData esports research report 2017

The SuperData esports research report 2017 is a summary report forcasting total revenues, sources of income, audience sizes, the battle for [...]

Newzoo’s Global esports Market Research Report 2017

Newzoo's Global esports Market Research Report 2017 gives a point of view on the key trends, global esports market revenue, [...]

The UK Rugby Union Commercial Opportunity Report 2016

Ahead of the 2017 6 Nations Rugby Championship, Nielsen Sports 'UK rugby union commercial opportunity report 2016' examines the social media [...]

China and football – The world’s newest superpower report

Nielsen Sports 2016 'China and football - The world's newest superpower research report' aims to provide an outline of the Chinese [...]

Sport online research report 2016

Repucom's (now Nielsen Sport) 'Sport online research report 2016' examines the rise of esports and what it means for brands [...]

SuperData’s Digital Games and Interactive Media 2016 Report

Interactive entertainment generated $91 billion in revenues in 2016. Highlights of SuperData's Digital Games and Interactive Media 2016 Report include: [...]

How brands can benefit from the explosion in female fitness

Driven by the proliferation of fitness devices, celebrity 'fitspiration' and government campaigns, there is a new wave of women who [...]