esports
How JBL's brief to prove sound superiority brought gaming to the visually impaired
‘We didn’t know if this was possible’: By spurning the easy campaign route, the Singapore-based BLKJ Havas team chose to pioneer gaming accessibility for a new audience and brand alike with JBL Quantum Guide Play.
Gamers are not who brands think they are
From geeks to grandmas, the traditional gamer persona no longer holds true. So what does it mean for brands?
Where is China’s gaming industry headed next?
A draft legislation was published in December outlining plans to restrict in-game purchases in a bid to curb “obsessive” gaming behaviour in China. Then it disappeared. What happens next?
Riot Games lays offs 11% of total workforce worldwide
As Tencent's Riot Games announced it's laying off more than 500 employees globally, industry experts are left wondering how to create sustainability in gaming models that go beyond a dependency on ad spend.
The rise of in-game marketing and eSports in China: A guide for brands and businesses
The potential to reach the gaming audience in China is massive fuelled by a surge of 480 million players. Mindshare's Liu Yi shares how brands can tap into the dynamic audience amidst regulatory shifts.
Roblox accused of allowing gambling sites to target minors
The platform is primarily used by under 18s, making it a prime target for harmful content where unregulated.
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