Top tips for conducting effective conference research
Plan ahead, frame the future, and track performance across meetings. John Branston lists his top ten recommendations for conducting effective conference research.
Medical conferences represent a considerable investment in terms of time and resources. With such scrutiny on spending, it is important to know what aspect of conference ‘worked’ and what did not. Conducting conference research is invaluable for evaluating the success of marketing and communications activity at industry events. With our proprietary evaluation tool, Conference Live, we have conducted numerous research projects amongst physicians attending many types of medical conferences, from small symposia to large three-day events. My tips for conducting effective conference research are gleaned from that experience.
Could you nudge your brand to success using behavioural economic theory?
With behavioural economics theory becoming more widely adopted, especially within the market research sector, terms such as ‘nudging’ have started to enter our vocabulary. Director Anthony Greenwood discusses what ‘nudging’ means for market research and the role it could play in marketing pharma and med-tech brands.
Can virtual reality revolutionise the way we conduct healthcare market research?
In the final installment of a three-part series exploring immersive technologies, Harrison Gaiger looks at how technological advances in VR/AR are offering new opportunities for conducting healthcare market research.
Given the powerful impact of VR/AR technology and its expanding applications within the healthcare industry, it is easy to imagine the many ways in which VR/AR can be utilised to develop, research, and evaluate product and service innovations. Instead of simply observing how respondents behave, pharmaceutical and MedTech companies now have the ability to understand the reasons why with greater clarity. VR/AR technology presents market researchers with an opportunity to study customers’ behaviour in more depth than ever before and can provide insights that complement those gathered using traditional market research techniques, such as surveys and focus groups.
A common reality: How augmented reality is transforming the future of pharmaceutical marketing
In the second installment of a three-part series exploring virtual and augmented reality, Harrison Gaiger explores the ways in which AR is transforming the future of pharmaceutical marketing.
In a previous article I explored the growing role that Virtual Reality (VR) is playing in the healthcare industry, including its use as a marketing tool for pharmaceutical companies, and questioned what the future of VR may look like in a world where technological advancements are being made every day. It seemed clear to me that while VR is still in the early stages of medical application, it’s already making a huge impact on the healthcare industry and that, regardless of its infancy, VR technology is most likely here to stay. Because of this I concluded by saying that tech-savvy pharmaceutical marketers should consider adding it to their future strategies as an invaluable means for engaging with customers. In the second instalment of this three-part series, I look at the ways in which Augmented Reality (AR) is transforming the future of pharmaceutical marketing.
Game changer? The role of virtual reality in healthcare
In the first installment of three-part series exploring virtual and augmented reality, Harrison Gaiger outlines the medical applications of VR and how pharma can leverage this innovative technology in the future.
The next decade promises to be an exciting time for science and innovation. Technological advancements are being made on a daily basis and many of these have the potential to directly impact our everyday lives. In fact, technology is changing at such a rate that it can often seem difficult to keep up. One technological advancement with the potential to change how we interact with technology and each other is Virtual Reality (VR) – immersive computer-generated environments that place users in seemingly life-like situations with which they can interact. VR, once the stuff of science-fiction, is now becoming a viable mainstream product.