The aim of this presentation is to examine what drives employee engagement and worklife happiness across the globe. What differences and similarities do we find between countries and how does this indicator of societal trends interact with wider social values, macro economic conditions and corporate expectations? Using the findings the presentation elaborates on how homogeneous or heterogeneous global corporate employee policies need to be to achieve success. The data source for this presentation is a 23-country study conducted by the IriS network of independent research agencies.
This presentation outlines what led to the construction of our emotional measurement technique, and the psychological theory underpinning it. It describes some important new findings for the measurement of emotion in advertising: Emotions drive everything we do, so absence of emotion results in inaction; the right emotion will produce the desired action happiness for commercial ends; fear, anger, disgust for social ends; and advert understanding and the propensity for attitude change is determined by the emotional trigger (reflective or autonomic) and cognitive post-processing of the emotion.
GfK NOP is seeking to develop excellence through the use of Web 2.0 tools on its graduate training programme by adopting a new organisational form known as the 'Community of Practice' approach. It has led us into a world where our avatar has conducted interviews in Second Life and we have used social networks for research purposes. We believe this approach will produce market researchers who are more attuned to client requirements of the future, and could possibly retain more talent within the industry.
This presentation describes the birth of a new research methodology developed by Repè in a 3D immersive environment. It follows the development of an original research approach for studying the consumers 2.0 that expresses everything they hold in their imagination in virtual worlds entirely built by them. It further explains the importance of engaging the consumers in interactive co-creation processes that allows brands to tap into new inspiration resources.