As the world of Glance grows, so does our understanding of what makes our consumers tick, and what doesn’t. Whether it’s The All Ladies Gaming Tournament in Indonesia that garnered a total of 98,000 total watch hours, or the episodic content that attracted more than a million users - Glance is helping its users break out of the ordinary and enter a world that gives them joy. This report provides insights into the world of Glance and how it is impacting the lives of the Indonesian consumers. Whether you are a smartphone maker looking to convert your consumers into fans, a brand trying to connect with consumers and narrate your story, a game developer trying to understand gamers, a creator seeking fans, or a publisher looking for an audience, this report is for you. So, go ahead and download the report!
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