gaming
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.
Cat God takes calls to help Japanese gamers level up
RGA's first work for Japanese gaming company Ponos involves divine intervention through a wacky collection of multimedia work for desperate players of The Battle Cats.
Why otome is the new go-to for gaming collaborations in China
Like all simulation games, Otome offers a fantasy. The powerful appeal of that fantasy speaks to what many young Chinese women feel is lacking in reality: a sense of power.
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?
Warner Bros releases playable Roblox trailer for Godzilla x Kong
It's the first 2D trailer to transform into a playable game on the platform.
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?
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