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Catalyst

Organization1 report

Catalyst publishes marketing research on how brands use search and social media across the customer life cycle. Its coverage here is a report on combining search and social to drive brand success.

Connections

Each row is a game or company named alongside Catalyst, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents

Cover of Why Search + Social = Success for Brands: The Role of Search and Social in the Customer Life Cycle
Whitepaper11 pages

Why Search + Social = Success for Brands: The Role of Search and Social in the Customer Life Cycle

This analysis examines the complementary roles of search and social media channels throughout the customer life cycle, specifically focusing on how these platforms drive product discovery, consideration, and post-purchase engagement.

  • Over 90% of consumers utilize search engines or retailer sites at every stage of the customer journey, establishing search as the primary driver for volume and trust.
  • 58% of shoppers use both search and social channels for a single purchase, representing a high-value demographic that is 9% more likely to act as a brand advocate than the average consumer.
  • Peer activity is the primary social influence, with 81% of consumers who discovered a product via social media citing friends' posts as a factor, compared to 43% influenced by company-generated content.
Forrester ConsultingJan 2018

Reports about Catalyst

3 documents by other writers name Catalyst in the title or summary.

Article

Games for Change London: Schedule Announced, 02/04/2026

The Games for Change London conference, scheduled for April 15, 2026, at the Leonardo Tower Bridge Hotel, focuses on the theme of Community Channelled.

  • The Games for Change London conference will take place on April 15, 2026, at the Leonardo Tower Bridge Hotel, featuring over 45 speakers and 150 attendees focused on leveraging player communities for social impact.
  • Major industry partners supporting the event include Roblox, Xsolla, Ubisoft, and Supercell, with scholarship programs provided by organizations like UK Game Angels to support students and indie developers.
  • Conference programming includes a UNICEF-led workshop on the RITEC Design Toolbox for children’s well-being and sessions on using games to influence urban design and sustainable consumer behavior.
Video Games Industry MemoApr 2026
Cover of The Not-So-Great British Games Biz: March 2026
Article

The Not-So-Great British Games Biz: March 2026

The UK video games industry is experiencing a significant downturn, marking its first recorded decline in headcount in 14 years.

  • The UK games industry workforce contracted by 4.5% between May 2024 and September 2025, marking the first decline in 14 years and a loss of 1,537 direct development roles.
  • The number of active game development studios fell from a 2023 peak of 2,175 to 2,110 by 2025, driven by 206 company closures.
  • New business formation hit a 15-year low with only 137 start-ups recorded during the reporting period.
Video Games Industry MemoMar 2026
Article

An Ever Resident Evil

The Resident Evil franchise serves as a primary case study for long-term commercial and creative endurance within the video game industry.

  • The Resident Evil franchise has achieved over 183 million total sales across its 30-year history, establishing it as a consistently bankable AAA series.
  • The latest entry, Resident Evil: Requiem, sold 5 million units in its first week, demonstrating the continued commercial viability of the franchise.
  • The publisher maintains long-term relevance by alternating between high-budget remakes and innovative new entries that adapt to contemporary gameplay standards.
Video Games Industry MemoMar 2026