gaming
The power of reinvention
In 1981, Nintendo launched a new video game featuring a giant barrel throwing ape named Donkey Kong, holding a woman named Pauline, hostage.
Read NowTrends to watch in 2021
2020 was the year of accelerated change, with shifts in behaviour that will impact the years ahead. In this article, Peter Gasston, Innovation Lead at VCCP, highlights three different areas that will drive online culture in 2021.
Read NowThe revolution that only your kids know about
CSO at VCCP New York, Jonny Shaw, says gaming platform Roblox is the biggest thing happening in media and tech today, and first mover mainstream brands could add real value
Read NowWhy niche streaming grows in the shadow of giants
With streaming well on track to becoming the main way people consume not just music but media in general, it should come as no surprise that the streaming landscape is more fractured than ever.
Read NowFashion goes digital
VCCP's Innovation Lead Peter Gasston investigates this emerging trend and its implications for the future of retail and sustainability.
Read NowVirtual events are booming with 5G
5G will change how we participate in concerts, conferences and sporting events forever, says Verizon Media RYOT Studio's Head of EMEA, Mark Melling
Read NowReady Player One?
Gamification is a well-developed, highly refined set of nudge-behaviour principles and a buzzword that has been in wider parlance for a number of years...
Read NowCreating services in a socially-distanced world
Brand experience plays a significant role in successful brand-led businesses, particularly in service sectors like travel, hospitality and retail.
Read NowStay calm and stream on
Thoughts on the rise of streaming and gaming; and what brands should be thinking about for a post-Coronavirus world.
Read NowAfter years of hype, is this esports' moment?
Sean Singleton, Publisher at Unofficial Partner, questions the impact of the global shutdown on brands’ relationship with gaming.
Read Now