GEEIQ

GEEIQ

Business Intelligence Platforms

London, England 6,309 followers

The data platform, team of experts, and insights provider that empowers brands to engage the virtual world.

About us

GEEIQ is a London-based data platform and insights provider that enables some of the world's biggest brands, including H&M, L'Oreal, and even Elton John, to navigate the virtual world. We empower brands of every shape and size to create long-term, data-led virtual strategies that enrich the experience of untapped virtual communities, grow addressable audiences, and create sustainable revenue streams in this new marketing and communications vertical. Our platform leverages data from across the vast landscape of virtual gaming and social environments to enable benchmarking against branded virtual activations, competitor analysis, partner and influencer identification, as well as a deeper understanding of audience affinities and demographics. For our Premium and Enterprise subscribers, our in-house experts provide bespoke reporting and long-term virtual strategy curation that are focused on tangible measurement and attribution, rather than positive PR and metaverse ‘hype’. Get in touch at [email protected]

Website
http://GEEIQ.com
Industry
Business Intelligence Platforms
Company size
11-50 employees
Headquarters
London, England
Type
Privately Held
Founded
2018
Specialties
Marketing, Gaming, Content, Creative, Advertising, Content Production, Metaverse, Metaverse Strategies, Campaign Management, Digital Marketing, Ideation, Content Distribution, Influencer Marketing, and Metaverse Optimization

Products

Locations

  • Primary

    GEEIQ, 168 - 173 High Holborn

    3

    London, England WC1V 7AA, GB

    Get directions

Employees at GEEIQ

Updates

  • View organization page for GEEIQ, graphic

    6,309 followers

    It’s here. The third issue of The State of Virtual Brand Experiences. Crafted with data from GEEIQ’s platform, this is the only report of its kind to detail which virtual worlds brands are investing right now, how they’re activating, and which industries are set to dominate in this new marketing channel. With insight into the virtual strategies of the leading brands in this space, interviews with the creators of some of the most popular experiences like Voldex, and predictions from the teams behind HUGO BOSS, Walmart and Versace - you won’t get these insights anywhere else. Let’s dive in. Link in comments👇

    • No alternative text description for this image
  • View organization page for GEEIQ, graphic

    6,309 followers

    Sonic and PacMan on Roblox. Tetris on Minecraft. The past few quarters have seen a surge in the number of Video Game IPs creating or integrating into virtual worlds. 2024 so far has seen 22 activations from this sector. Consider that in comparison to 7 from the same period last year. These activations also see high levels of engagement on newer platforms. Funcom’s ‘Conan Horde Slayer’ on Roblox has seen 3 million visits since it launched two months ago. Meanwhile, SEGA’s ‘Sonic Speed Simulator’ has run up 995 million lifetime visits since March 2022. We spoke to Tom von Simson, who works with the likes of Walmart, BBC, and Elton John, to better understand why these classic Video Game franchises are moving into newer worlds like Roblox, Fortnite or Minecraft: "Gaming has finally become a multi-generational activity. UGC platforms such as Roblox and Fortnite are perfect canvases to not only introduce traditional gaming IP to new audiences but to ultimately monetize from intergenerational fandom associated with these IPs. Games like PacMan have simple game mechanics that wouldn’t warrant a AAA release in today’s gaming landscape so the accessibility of platforms like Roblox makes for the perfect territory to keep IP alive and kicking!"

    • No alternative text description for this image
  • View organization page for GEEIQ, graphic

    6,309 followers

    When IKEA entered Roblox, it grabbed headlines in TIME, WIRED, CNN, and more. But did all that press attention translate into player engagement? The short answer is yes. As the first furniture brand to enter Roblox, IKEA's initiative went viral, partly because it paid real people to work in its virtual experience, ‘IKEA: The Co-Worker.’ This unique offering drew players to Roblox. Since its launch in June 2024, the experience has reached 3.7 million visits, averaging 94.6k visits a day. In July alone, IKEA’s visits surged by over 270%. Despite these impressive numbers, the average active players have dropped from 1.9k on launch day to around 130 in August. While the experience maintains a high approval rating of 90%, sustaining engagement will be key. We spoke to Lucas Walker, who has supported Walmart, HUGO BOSS and Versace with their virtual strategies, to unpick what’s behind this drop in players: “IKEA's paid employee program generated significant media attention, but the initiative was only ever intended to be temporary. The brand succeeded in what it wanted - not to build the biggest long-term Roblox experience, but to take headlines and build buzz. In that respect, as the data shows, they wildly succeeded.” Learn more about what gamers want from brands on Roblox in our insights piece. Linked below, of course 👇

  • View organization page for GEEIQ, graphic

    6,309 followers

    Samsung Electronics. Nickelodeon. Wells Enterprises. This quarter, these brands have already integrated into Roblox experiences. But what does that mean? Integrations are when brands activate within already popular virtual experiences, often on a time-limited or per campaign basis. For example, GEEIQ partner Coach created a section in Karlie Kloss’ Fashion Klossette, an existing Roblox experience with more than 32 million visits. Brand integrations are increasingly appealing to brands as they are traditionally more cost-effective and allow brands to tap into existing audiences. Since Q4 2023, the number of new brand integrations on Roblox has started to outweigh new brand experiences. This wasn’t the case for Q1 2024, but it certainly was for Q2. The data suggests Q3 2024 will see this trend continue. Learn more about the rise in integrations in our next report. Coming this week.

    • No alternative text description for this image
  • View organization page for GEEIQ, graphic

    6,309 followers

    The Olympics are over - in the real world and the virtual world. So… how did they perform in the virtual world? The International Olympic Committee – IOC and Visa’s ‘Olympic World’ received: 🥇 Nearly 7 million visits in less than a month. This includes a jump from 2.8 million visits to 4 million in just one day of July - a 43% increase. 🥈 192% visitor growth over a week. Both Olympic World and Team USA Ultimate Obby, another Olympic-themed Roblox experience created by the United States Olympic & Paralympic Committee and NBCUniversal, ranked first and second place for visitor growth from the 22nd to the 28th of July - the week they launched. 🥉 Over 94 thousand organic content views on YouTube alone. This engagement was driven by the launch of free limited UGC, including an Olympic Tennis Racket and Olympic Chest Protector. These results display the level of reach and engagement that Sports Organizations can receive when they translate what they do best in the real-world to an international virtual audience. In an attempt to capture Gen Z attention, the Olympics and other related IP flipped the script in 2024, with the introduction of events such as breakdancing, in addition to embracing virtual worlds like Roblox. And with faces of LA 2028 already active in spaces like Fortnite - including Billie Eilish and Snoop Dogg - what will the virtual world presence of the 34th Olympiad look like?

  • View organization page for GEEIQ, graphic

    6,309 followers

    Brands 📣 Social Media is Dead: Long Live Gaming. 👑 Community voting is now open for #SXSW and GEEIQ needs your vote to feature on stage in Austin next March.🌵 It's Charles Hambro's mission to deliver the data and insights brand marketers need to capitalize on the consumer behavioral shifts taking place among Gen Z and Gen Alpha. After all, Instagram, Facebook and X are some of the most deleted apps of 2024, while new brands entering Roblox grew 90% in the first half of 2024 versus the first half of 2023. 🕹 A session every brand should watch, with data you won't get anywhere else. 🗳 Voting closes August 18th! 👉 https://lnkd.in/eQhQQ2jz

    • No alternative text description for this image

Similar pages

Browse jobs

Funding

GEEIQ 2 total rounds

Last Round

Series A

US$ 8.2M

See more info on crunchbase