|
MARCH 12, 2026 |
EMARKETER and Verve are fielding this survey to better understand marketers’ digital media strategies. Participate in the survey for the chance to win one of five $100 gift cards. |
|
In this edition: |
| |
Was this email forwarded to you? Sign up
here. | | | |
|
TOP STORY |
|
|
|
After OpenAI launched an app partnership program last fall, allowing brand apps to contextually appear in ChatGPT conversations, Coursera announced its participation as the program’s first online learning platform. |
|
The app partnership offers a more integrated presence for brands on ChatGPT. |
-
US ChatGPT users are expected to reach 94.7 million in 2026, according to EMARKETER’s forecast.
-
Other early partners included Expedia, Spotify, and Zillow. |
|
|
|
| | | |
|
IN THE NEWS |
|
YouTube becomes the largest global media platform, drawing more ad dollars than legacy giants combined. YouTube has cemented itself as the largest global media platform and a major driver of ad revenues, per a MoffetNathanson report cited by The Hollywood Reporter. |
|
| |
March Madness momentum builds new opportunities for advertisers. As March Madness approaches, advertisers are preparing for a key opportunity to capitalize on record-breaking viewership and rising engagement across both men’s and women’s tournaments. |
|
| |
71% of mobile gamers have purchased a product the same day they saw an ad. Mobile gaming is proving to be an essential part of the advertising mix, per an Applovin and Kantar report. |
|
| |
Adobe’s AI-powered Firefly update makes genAI a standard feature. Adobe has introduced Quick Cut, a new AI feature in its Firefly video editor that automatically assembles uploaded footage into a structured first-draft edit based on text prompts. |
|
| | | |
|
ANALYSIS |
|
|
|
Retail executives are largely aligned on one point: Artificial intelligence is no longer experimental, but is central to how retailers expect to drive growth, improve customer experience, and build more resilient operations. |
|
|
|
| | | |
|
QUIZ |
|
What is the most common way consumers access sports information, like team history, game schedules, and stats? |
|
A) Search engines B) AI platforms C) Social Media D) Sports talk shows |
|
| | | |
|