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Short Trend Summary
Who Doesn’t Like To Play? Gaming’s influence is broader than you think. A recent Statista report shows that the UK now boasts 46.7 million gamers. While it showed a slight male skew, it also highlighted that gaming penetration among females…
Who Doesn’t Like To Play?- Consumer Attitudes
- Entertainment
- Lifestyle
Who Doesn’t Like To Play? Gaming’s influence is broader than you think. A recent Statista report shows that the UK now boasts 46.7 million gamers. While it showed a slight male skew, it also highlighted that gaming penetration among females has now reached 56% (vs 63% male.) They’re a lot…
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Wavemaker UK - Growth Trends...Who Doesn’t Like To Play?
Who Doesn’t Like To Play? Gaming’s influence is broader than you think. A recent Statista report shows that the UK now boasts 46.7 million gamers.… -
Short Trend Summary
Gamifying Loyalty. Gamifying loyalty programs can lead to a 30% increase in customer retention by creating a tight-knit community around a brand. With advancements in technology, the potential for gamification in marketing is endless. Gamification can also enhance content discovery…
Gamifying Loyalty- Brands & Advertising
- Consumer Attitudes
- Digital Platforms
Gamifying Loyalty. Gamifying loyalty programs can lead to a 30% increase in customer retention by creating a tight-knit community around a brand. With advancements in technology, the potential for gamification in marketing is endless. Gamification can also enhance content discovery and increase engagement in activity feeds by 68%.
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Vertigo - Digital Marketing Trends...Gamifying Loyalty
Gamifying Loyalty. Gamifying loyalty programs can lead to a 30% increase in customer retention by creating a tight-knit community around a brand. With advancements in… -
Short Trend Summary
Games Everywhere. Gaming has become a mainstream activity, with an estimated 3.2 billion players globally. Technology platforms and media outlets are incorporating gaming elements into their offerings to attract and retain audiences. Companies can no longer ignore the impact and…
Games Everywhere- Digital Platforms
- Emerging Technology
- Entertainment
Games Everywhere. Gaming has become a mainstream activity, with an estimated 3.2 billion players globally. Technology platforms and media outlets are incorporating gaming elements into their offerings to attract and retain audiences. Companies can no longer ignore the impact and reach of gaming, making it a crucial part of their…
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DENTSU - Media Trends ‘23Games Everywhere
Games Everywhere. Gaming has become a mainstream activity, with an estimated 3.2 billion players globally. Technology platforms and media outlets are incorporating gaming elements into… -
Short Trend Summary
Gen X and Millennials will seek new ways to gamify their finances, searching for budget challenges and saving games. 1000 Savings Challenge, Biweekly Savings Challenge, Budget Challenge, Envelope Challenge, Savings 100 Envelope Challenge.
Gamified Finance- Finance & Money
- Global Challenges
- Lifestyle
Gen X and Millennials will seek new ways to gamify their finances, searching for budget challenges and saving games. 1000 Savings Challenge, Biweekly Savings Challenge, Budget Challenge, Envelope Challenge, Savings 100 Envelope Challenge.
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Pinterest - Predicts 2023Gamified Finance
Gen X and Millennials will seek new ways to gamify their finances, searching for budget challenges and saving games. 1000 Savings Challenge, Biweekly Savings Challenge,…