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gaming

Netflix launches new children's app to bolster gaming vertical

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The Philippines was among Netflix's first test markets for the app.

Gotta catch ’em all: what 30 years of Pokémon teaches brands about building fandom at scale

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When you think about the brands you truly love, that fondness is often based on shared memories with others.

How brands can authentically engage with Philippines’ gaming culture

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As gaming and esports culture explode across the Philippines, brands are discovering that success comes not from flashy ads, but from genuine integration into the country’s close-knit gaming communities.

How Yandex advertising solutions help building a bridge between brands from APAC and the Russia-CIS market

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Yandex Ads’ Sergey Ustinov on how the adtech firm is leveraging verticals like gaming, the B2B sector, and travel to connect APAC based brands with an otherwise inaccessible audience from Russia and the CIS countries.

How Ponos' Battle Cats clawed back more than a million lost players

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CASE STUDY: Gaming company Ponos and creative arm RGA resurrected a struggling mobile game that was deemed too 'complex'. The game eventually achieved triple-digit growth and regained over a million lapsed players.

WPP announces global partnership with Roblox

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The move comes as Roblox is accused of failing to protect children from harmful content.

Exit player zero: A creative director’s brush with startup scams

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When a dream role at a gaming startup pulled in Robert Gaxiola, the veteran creative director and Playbook XP managing partner, quickly realised the cost to play was far too steep. Now, he’s urging fellow creatives to be wary of the same traps.

How Roblox conquered the immersive ads space

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As the immersive gaming platform scales its advertising and ecommerce offerings, Campaign explores how brands can best leverage the platform and the ethical implications to consider when targeting its predominantly young user base.

How Black Myth: Wukong evolved cultural storytelling in gaming

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Having generated over $866 million within weeks of its release, the Chinese game's success offers key insights for marketers on the power of authentic, culturally rooted narratives in a region eager for representation.

The marketing efforts behind Black Myth: Wukong’s phenomenal debut

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On Tuesday, the debut of the first-ever made-in-China AAA game took the global gaming market by storm, achieving record sales across platforms and a swarm of brand collaborations.

Gaming hits nearly $200 billion, but advertisers remain cautious

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Gaming is a nearly $200 billion juggernaut, dwarfing both the movie and music industries. So why are advertisers still hesitant to cash in?

How JBL's brief to prove sound superiority brought gaming to the visually impaired

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‘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

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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

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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

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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

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It's the first 2D trailer to transform into a playable game on the platform.

Where is China’s gaming industry headed next?

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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?