Research library - Audience

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10/07/2015
This is the second and final part of a new piece of research from the data team at DigitasLBi which uncovers interesting insights on digital activity around the Glastonbury Festival.
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06/07/2015
There's an upward trend in device ownership in UK households - the average number of connected devices in each home is now 9, a 27% increase YoY and 62% rise since 2012. Specifically, the use of smartphones has increased by 42% in these households and tablets by a huge 267% vs 2012.
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02/07/2015
Using a range of social analytics tools, the DigitasLBi data team analysed Twitter activity to uncover some key insights about Cannes Lions 2015. We’ve discovered who was doing all the tweeting, what sources of information they were sharing and even where they were hanging out.
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Ad blocking software - consumer usage and attitudes
01/07/2015
The IAB wanted to find out how prevalent the use of ad blocking software is in the UK, and why people want to block ads.
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25/06/2015
This is the first part of a new piece of research from the data team at DigitasLBi which uncovers interesting insights on digital activity around the Glastonbury Festival.
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18/06/2015
Mobile consumers have told advertisers what they believe they are worth, suggesting that engaging with one minute of advertising on mobile devices is equivalent to £6.80 per consumer for advertisers.
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11/05/2015
The IAB wanted to understand why devices are so important to consumers and how our lives would be affected without them. In order to get an up-to-date snapshot the questions were added to YouGov's online omnibus.
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Listening Britain
11/02/2015
Using the RAJAR MIDAS research, the IAB wanted to take a deep dive in to the UK's digital audio audience.
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06/01/2015
The IAB wanted to obtain an up-to-date snapshot of online video consumption habits and consumer attitudes to online video adverts.
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Gaming Revolution
10/12/2014
This research, conducted by Populus on behalf of the IAB, wanted to provide a detailed understanding of the games market in Great Britain, and the acceptance and preference of using advertising in gaming.

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