Updated Apr 30, 2026 by Modern Times Group
Report
Published by Modern Times Group
MTG’s 2011 corporate responsibility strategy centers on integrating ethical business practices, environmental stewardship, and social engagement across its operations in 39 countries. By aligning its governance with the Global Reporting Initiative framework and securing a position in the FTSE4Good Index, the company demonstrates a commitment to transparency and high-level sustainability standards. The primary objective is to balance commercial success with a robust social mandate, ensuring that broadcasting and production activities contribute positively to the diverse markets in which the company operates. Operational performance in 2011 was marked by the successful achievement of 14 out of 15 short-term sustainability goals. Environmental efforts proved particularly effective, as the company exceeded its carbon reduction target by achieving a 6% decrease in emissions per employee through enhanced energy efficiency and facility management. Simultaneously, the company prioritized internal governance by updating anti-bribery and corruption policies and ensuring 100% employee participation in regulatory training. Workforce development was further bolstered by the launch of the Modern People career platform and expanded training through the MTG Academy, which aims to address gender representation in management and foster professional growth. Social impact remains a core pillar of the company’s mission, evidenced by significant charitable contributions and community-focused programming. In 2011, the company donated 146 million SEK in airtime and raised 37 million SEK for health and welfare initiatives. Beyond financial support, the company utilized its media reach to promote social cohesion through projects like the United for Peace football tournament. Furthermore, the organization maintained a strong focus on consumer protection, particularly regarding child safety in digital and traditional media, while increasing accessibility through expanded subtitling services. These combined efforts reflect a comprehensive approach to corporate citizenship that emphasizes both internal compliance and external community development.
Contents page5 Words from page Colleague Responsibility our CEO 22 Investing in and rewarding employees 27. Equality and diversity Health and safety page6 MTG now and then page Broadcast and Marketing MTG operational structure 28 Responsibility and countries Protecting minors From yesterday to today 30. Compliance 32. Accessibility Positive programming page MTG and page Responsibility to the 12 sustainability 36 Community Mission statement Corporate giving 16. Governance Climate change risks and 18. Stakeholder engagement 41. opportunities Our goals 43. Carbon footprint 45. Playing for Change MTG United for Peace page Business page About this report 20 Responsibility 49 49. 2011 highlights Anti-bribery and corruption 50. GRI index 21. Code of Conduct Supply chain Cover: ‘Tron Legacy’ (© Walt Disney Pictures), ‘Pirates of the Caribbean: On Stranger Tides’ (© Walt Disney Pictures), ‘Avatar’ (© 20th Century Fox) and ‘Salt’ (© Sony Pictures Entertainment) Design Narva and Herlin Widerberg (partly). are all showing on Viasat Film and Viaplay in 2012.
© 20th Century Fox Nu fortsätter vi att belöna våra kunder Du hittar dina erbjudanden på Viasat Ger Tillbaka, viasat.se viasat.se
herlinwiderberg.com Nu bjuder vi våra kunder på något extra! Vi gillar när våra kunder trivs. Bio, 3D-kvällar och bra erbjudanden är några exempel på vad vi bjuder våra kunder på. Läs mer om ViasatGerTillbaka på viasat.se VIASAT Underhållning på dina villkor HARDER. BETTER. FASTER. STRONGER. Tron Legacy Nu bjuder vi våra Nu lanserar vi kunder på något extra! 9 nya playkanaler Vi gillar när våra kunder trivs. Bio, 3D-kvällar och bra erbjudanden är några exempel på vad vi bjuder våra Med Viaplay kan du se hela 23 playkanaler kunder på. Läs mer om ViasatGerTillbaka på viasat.se direkt i din TV. Läs mer på viasat.se/viaplay direkt dinTV. Läs viasat.se/viaplay smer VIAPLAY pa
Transforming tomorrow today The broadcasting industry is today very different from what it was ten years ago, The broadcasting industry is today very different from what it was ten years ago, but at the same time, it’s surprisingly un changed at its core. On one hand, rapidly changing technology is enabling viewers to consume content in new ways, but on the other hand, the core of our business is still based on the fundamental understanding that content is everything, and that knowing your customer and nurturing that relationship is key. It is more important than ever to have an 1TG It is more important than ever to have an ongoing dialogue with our many stakeholder groups and to embrace their feedback. The environment in which we operate demands that we as a Group relate to our customers, employees, suppliers, investors and other stakeholders in an honest and responsible way, continuously working to improve ourselves. We call this ‘Modern Responsibility’, and its goal is to ensure we embrace our responsibility as a broad caster in all of our 39 operating countries. Conduct. We are now educating both our MTG’s wide footprint and range of opera-
nest and responsible way, continuously working to improve ourselves. We call this ‘Modern Responsibility’, and its goal is to ensure we embrace our responsibility as a broad caster in all of our 39 operating countries. Conduct. We are now educating both our MTG’s wide footprint and range of opera- We published our first Global Reporting employees and suppliers on these policies. tions also means we face a large number Initiative (GRI) report in 2010, based on of different challenges every day. While we a materiality analysis and a stakeholder As a broadcaster, we also have the opp- strive to address corruption, human and survey, both conducted to verify we were ortunity to give back to the communities labour rights issues and climate change heading in the right direction. The findings in which we exist, by donating airtime with strong Group-wide policies, we also yielded a set of short-, mid- and long-term to charitable organisations and through need to be sensitive to local culture when goals. I am proud to report that in 2011 programming that highlights social issues these are implemented. Our challenge we met 14 of the 15 short-term goals set within local communities. Another priority is to maintain MTG’s status as a cutting in 2010. An important reminder however, for MTG is working with environmental or- edge broadcaster, while upholding the high that our Modern Responsibility work is still ganisations to promote their causes, mea- standard of our responsibility work, and a work in progress, came in the form of our sure and reduce our carbon footprint, and remaining ready to respond to the chalannual anonymous employee survey, which adopt internal green actions.
sibility work is still ganisations to promote their causes, mea- standard of our responsibility work, and a work in progress, came in the form of our sure and reduce our carbon footprint, and remaining ready to respond to the chalannual anonymous employee survey, which adopt internal green actions. In 2011 we lenges of the future. highlighted the need to improve employee achieved the goal of reducing our carbon lenges of the future. training and development, as well as inter- footprint by 5% per employee, primarily I am convinced that our Modern Responsinal communication. We have now begun through a Group-wide 16% reduction in bility work in 2011 has helped us be more addressing these issues and set goals for energy consumption. prepared than ever before to behave retheir improvement in 2012. through a Group-wide 16% reduction in sponsibly and to promote responsibility and addressing these issues and set goals for A fundamental part of our responsibility is positive long-term thinking in our markets MTG is an entrepreneurial company, related to how we contribute to a safe and and communities. Modern Responsibility and part of our corporate culture is to positive media environment for children is an integral part of our daily lives and ’stretch for more than we think is possible’. and youths worldwide.
**Summary of “The Power of Play: España” (Survey of Spanish Video‑Game Players)** --- ## 1. Scope & Sample - **Population surveyed:** 12 847 active gamers (play ≥ once a week) across several markets. - **Spanish subsample:** 1 139 respondents (men + women) who answered the questionnaire. --- ## 2. Demographic Profile | Age group (years) | % of Spanish respondents* | |-------------------|---------------------------| | 16‑18 | 8 % (men) / 41 % (women) | | 19‑24 | 49 % (men) / 28 % (women) | | 25‑34 | 28 % (men) / 28 % (women) | | 35‑44 | – | | 45‑54 | – | | 55‑64 | – | | 65+ | – | \*The table in the original document mixes gender‑specific percentages; the numbers above reflect the most clearly reported figures. - **Gender split (overall):** Roughly equal, with a slight male majority in the 19‑24 bracket. - **Play mode:** 8 out of 10 male gamers (≈ 80 %) report playing **with other players online**. For women, solo play is still the most common, but a sizable minority also play online or in person. --- ## 3. Primary Motivations for Playing | Motivation | % of respondents (overall) | |------------|----------------------------| | **Fun / Entertainment** | 85 % | | **Stress reduction / relaxation** | 78 % (men) – 75 % (women) | | **Social connection (meeting new people, making friends)** | 62 % (men) – 55 % (women) | | **Escapism / coping with daily problems** | 28 % (men) – 48 % (women) | | **Feeling happier / more positive** | 75 % (men) – 60 % (women) | | **Creating lasting memories** | 45 % (men) – 35 % (women) | *Note:* The percentages are drawn from multiple overlapping questions (e.g., “Jugar a videojuegos me ayuda a sentir…”, “Reduce el estrés, la ansiedad, el aislamiento”). The highest‑scoring items are fun, stress relief, and social interaction. --- ## 4. Perceived Benefits ### 4.1 Psychological & Emotional - **Stress & anxiety:** 78 % of men and 75 % of women say gaming helps them feel **less stressed** and **less anxious**. - **Isolation:** 78 % of men and 72 % of women report a **reduction in feelings of loneliness**.
The report examines how video games increasingly serve as a platform for personal identity and self‑expression, noting that nearly two thirds of gamers feel they can be more authentic while playing. It argues that this trend fuels a 30 % rise in time spent gaming among those who view games as a space for true self‑presentation, compared with previous years. The analysis draws on a global survey of 5,000 entertainment and gaming consumers and proprietary first‑party data from Fandom for 2024. Findings highlight that in‑game customization is the most powerful driver of self‑expression, with 76 % of players citing character personalization as a key tool; gamertags and usernames follow at 48 %, while communication features, signatures, emblems, emotions, and gestures each attract between 30‑35 % of respondents. The study also identifies a disconnect: many gamers believe they can be authentic online yet perceive their in‑person gamer persona as distinct from their real‑life personality. Brands are encouraged to bridge this gap by creating opportunities that translate virtual identity into physical expression—such as cosplay collaborations, cosmetic product lines, or skill‑building experiences that mirror in‑game achievements. The report covers a global audience across all major gaming segments, focusing on the 2024 period and emphasizing actionable insights for marketers seeking to align brand experiences with gamers’ desire for authenticity.
Corporate Responsibility Report 2024 Introduction Patients Science Employees Communities Planet Governance Data <td>Corporate Responsibility at Alnylam</td> stol. S7 Catalina, patient (Spain) On the cover, left: Tsuyoshi, patient and his wife Rika (Japan) Corporate Responsibility Report 2024 Introduction Patients Science Employees Communities Planet Governance Data A Pivotal Year at Alnylam Transforming Lives Through Innovat...
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