Hi everyone, and welcome to edition 128 of The SEG3 Report! This week I’m diving into NumberEight’s report on audience data, and what it means for folks trying to attract new fans, audiences, and consumers.
Plus, our speed reads:
VENUM and Crunchyroll unveil Jujutsu Kaisen collaboration
Bluey collaborates with Citymapper
Let’s get into it.
Whose eyeballs are actually on the screen?
A couple of months back, a good friend of mine came over to cat sit for a long weekend. He and I have sometimes overlapping, sometimes very different, taste in TV and movies. He texted me at one point to apologise for ruining my algorithm by watching a specific show.
After he left, and my partner and I had settled back into our routine, I realised that he had been left logged into one of our streaming accounts (a free one, by the way!) and I had to text him the same apology.
And yet, fundamentally, no one on the other side of those streamers, collecting audience data, had any idea that I wasn’t my friend, or that he wasn’t me. Or my partner! All they knew was that someone named Gabriella Geisinger was suddenly, and briefly, into BBC Proms: Bond and Beyond. And sorry to disappoint, but I am not.

Conductor Daniel Bartholomew-Poyser
This is effectively the main takeaway of a new report from NumberEight, and for folks who rely on audience and fan data to build their businesses, sell their products, or strategise for IP expansion, it is crucial reading.
Understanding the data
Test one is CTV, which comes from a data broker across 7,013 shows and more than 3 million viewers. The TV IDs identify a household, not a person, so the report checked what the data says about each genre against published research on who watches what.
The data returned the same audience for everything. Every genre, from horror to romance, came back 53% to 55% female. Horror landed within a point of romance, and the male-skewing genres showed no male skew at all.
Age was just as flat, with animation, news and war all looking like one older-leaning audience. A planner buying "male 18-34" against this data would be working from a profile that can't tell a war film from a soap.
Test two is mobile and where NumberEight's model is applied. Using campaign delivery data, the report compared its own ID-less model with an IP-based model from a leading US data provider, across five games. The IP-based model returned close to 50/50 every time. For Fashion Battle it said 51% female, while NumberEight's model said 82%.

The two tests point to the same weakness in the way this data is collected. A household or IP-based ID test can only describe the household, so a family of four gets one profile and every show inherits it. NumberEight's approach skips the household and reads the behaviour and context instead, which is why its numbers change from game to game,
Okay, but really understanding the data
Here's why this slips past so many plans. A 50/50 split looks believable for gaming, because the industry really is close to it: ESA's 2026 figures have 53% of American men and 46% of women playing.
Nobody blinks at the number because it’s right on average, but it’s less correct when it comes to specific titles. (Duh, we hear you say. But it’s a fair reminder!)

These titles are where audiences separate, and that - obviously - matters to anyone trying to capture new fans. In the same ESA research, puzzle is the top genre on mobile, driven mainly by older players, while action, shooter and arcade lead on console. A brand that treats "mobile gamers" as one audience will miss that a puzzle player on the bus and a shooter player at home aren't the same customer.
→ Remember, although a number can pass a sense-check because it mirrors the population, it’s still important to run it against a specific title and really drill down into the data.
There’s an impulse to see self-declared data as a fix to this, but it comes with its own problems.
One mobile gaming publisher in the report found that 5% of its users had given their age as 99 or 100 (lol). Where it’s less ‘lol’, is in research commissioned by Ofcom in 2022, which found a third of 8-17-year-olds with a social media profile had signed up with an adult age; as we enter an era of social media bans for minors, this becomes key for folks trying to capture younger audiences and stay on the right side of regulations.

A prime example of this is what I mentioned in edition 127: that the NFL's view was that a fan it hasn't captured by 18 won't give it another chance, so leaning on a birthday field someone typed in a hurry feels shaky.
And, anyway, labels don’t always stand up, even when people are honest. In edition 83, Livewire and PMCI Play's research found that 64% of players don't strongly identify with the word “gamer”. This means that trying to parse an audience by this behaviour as self-identified may not be accurate, and given how impactful in-game presence can be, this is an important audience to get right.
It’s funny to me in a way because this butts up against something we know to be true - that fans want to wear, show, and shout about the things they love. However, that’s very different to feeling like your data is being captured, sometimes against your will. How many of us have filled in bogus names and emails into forms to get on the free WiFi at a museum or a bar?
Voluntarily displaying your pride in a piece of IP is very different to feeling like your personal information and behavioural habits are being scraped, and balancing that line is delicate.
What bad audience data costs. Literally
Truthset, which rates the quality of audience data, estimates that roughly 40% of open-market programmatic CTV spend is wasted on inaccurate data, about $7.4 billion in 2026.
Still, demographic buying is still everywhere: Gracenote data reported by eMarketer has 29.5% of CTV advertisers using demographic targeting.
So, the concrete question to ask is a comparative one. If you look at audience data for two different genres side by side, and - for example - your romance series comes back with the same age and gender split as a horror one, you're not looking at data that’s going to help you find new fans, audiences, or consumers.

It’s also important to leverage the insight you already have. Sports, entertainment and gaming brands have something most advertisers don't: fans whose behaviour is visible in the game, the app and at fan events. In edition 110, we looked at why in-game placements work — because they arrive inside a moment where someone’s attention is already switched on. It’s more feasible to plan for an audience whose behaviours you already understand, and whose needs you can anticipate. And it’s data that’s of value to people who want to collaborate across the Venn diagram of sports, entertainment, gaming, and consumer.
Also, there’s another slightly obvious option: plan for the room as a whole. If you buy CTV data, you can pretty safely assume more than one person is watching. So what you have to do is build a creative that works for a whole household, regardless of whose profile is logged in. Which, granted, is a tough creative ask, which is why partnering with the right team is essential (and why the human touch is invaluable).
Closing thoughts
I do keep thinking about the Bond Proms, and the idea that somewhere some tiny datapoint says that’s something I’m interested in. It’s funny to me, but for someone trying to actively engage an audience that is into Bond Proms, they’re fighting a losing battle.
It illustrates quite plainly that it’s worth thinking critically about what an audience of "women 25-34" or "sports fans” or “someone who watches Bond Proms” actually is: a real audience, or a household average that would look identical whatever was on screen?
There is no quick fix, no form that is going to deliver the exact demographic of people watching a specific show, or playing a specific game, which is why collaboration across these silos of sports, entertainment, gaming, lifestyle and more is so important. The more we understand about how fans operate, the better experiences can be built, which is healthy for the industry as a whole.
VENUM and Crunchyroll unveil Jujutsu Kaisen collaboration
TL;DR
This collab has a genuine overlap between fighters and the series' characters, as well as a shared core value.
Gloves and fight shorts are kit people use, so fandom gets worn in the gym, not just on the sofa.
Anime has moved beyond a niche interest and into mainstream culture, making any merch tied to it have a deeper cultural impact that lifts the brand’s awareness.
Why you should care
Most sport and entertainment crossovers are built on audience overlap. In this case, both sides are also leaning on shared values: explosive intensity, uncompromising standards and pushing past your limits. Those core themes fit both a professional fighter and a Jujutsu Kaisen character without much stretching.
That matters because it answers the question fans often ask of any product collab: why are you here? In this case, VENUM doesn't have to explain itself. JJK is about people fighting at the edge of their ability, and VENUM sells equipment to people who do the same thing, only with less cursed energy. (That’s an inside joke for anyone who knows JJK, apologies to the rest of you!)
The product is interesting as well. VENUM says it had two goals: keep the technical performance it's known for, and give fans a bold style. The range covers rashguards, Dry Tech T-shirts, spats, fight shorts, Muay Thai shorts and hoodies, plus boxing and MMA gloves. These are practical sports kit items, not just fashion statements. It gives JJK an even deeper real-world application.
The reverse is true, too. The collection is also designed to work both in the gym and as streetwear. This means a fan wears it more often, in more places, and is seen wearing it. That frequency of wear is a real marker of a successful collaboration, and puts JJK in front of eyeballs that may not naturally gravitate towards an anime.
The physical/digital loop is small but simple: the content (JJK) sends people to product, and the product sends people back to content, with each partner's channel and fans doing work for the other.
This kind of collaboration works because the product explains the fan’s passion point. In this case, the values are ones both audiences already hold, so there’s a seamlessness to the integration that doesn’t beg further questions.
There’s two questions at the heart of this strategy that are worth asking yourself if you’re keen on a similar collaboration:
Would our fans actually use this?
What keeps them engaged once the launch is over?
If you have answers to both of those questions, the way this collaboration does, you’ve struck something good.
Bluey collaborates with Citymapper
Celebrating Bluey’s hometown of Brisbane, Citymapper is also launching in the city for the first time
TL;DR
Putting the IP inside a tool people already use means Bluey reaches families during the everyday moments the show is about, rather than asking them to come to it.
The activations are the physical layer, and the app and show are the digital and product layers that feed into each other
Why you should care
Like the example above, this collaboration works because of a shared core. In this case, it’s built on families spending time together. From Citymapper’s perspective, travelling with young children can turn even a simple trip into a major operation (as my friends with children often tell me!). The kid-friendly routes, with shorter walking times, step-free access and pram-friendly stations, are genuinely useful for app users, regardless of their feelings about Bluey. The integration then brings Bluey to new fans, new families.
The actual integration features custom navigation icons, video clips built into journey planning and games via Bluey.tv and this all coexists with the app’s existing mechanics. The character isn't there to sell you anything; it’s there to make a stressful moment slightly easier, which is precisely the kind of role Bluey plays in a family's day.
This matters because audiences are quick to spot the difference. As Shelley Macintyre, CEO of BBC Studios' Brands and Licensing, told us on The Speakeasy, "people sniff commercial cynicism very quickly." A transport app is not an obvious home for a cartoon dog, but the utility and the specific campaign language are what make it work.
The fit with the show's premise is the second point. Play The Bluey Way is BBC Studios' campaign built on the idea that play can be found in everyday life. A commute is about as everyday as it gets. Shelley described the core of the brand as "the emotional connection that is born from shared play between adults and children", and a journey is time an adult and a child already spend together. Rather than asking families to set aside time for a branded experience, this exists for them in a moment they’re already in.
This strategy also harkens back to the digital, physical, product experience loop we’ve discussed at length before. The murals and play activations are the physical moments people photograph and share. But long after these activations end, people will keep using Citymapper and watching Bluey, meaning the three layers continue to inform each other.
In other news
Why ‘Behind the Scenes’ is becoming part of the campaign: read more
Havas’ Open World: The Cultural Expansion of Gaming report: read more
Netflix announces 'Sesame Street' expansion, new shows from the World of 'Gabby's Dollhouse', 'Puppy Pirates' and more for preschoolers and kids: read more
McDonald's wants to build a $1 billion ad business: read more
Introducing Meta VR Glasses: read more
‘Ghost in the Shell,’ ‘Attack on Titan’ and ‘Blue Lock’ IP Lands at Dentsu in new Kodansha partnership for the Americas: read more
Aston Martin x Paramount for MobLand: watch
Pokémon GO partners with the European Space Agency: read more
Scopely’s MONOPOLY GO! experiences a supernatural takeover with Netflix's KPop Demon Hunters and Sony Pictures’ Ghostbusters: read more
KPop Demon Hunters - The Immersive Experience: read more
PAC-MAN chomps onto Nex Playground: read more
Antoni Porowski’s Queer Eye leather jacket is at the centre of a consequential LEGO lawsuit: read more
NFL and TMRW Sports announce pro flag showcase during Super Bowl LXI Week: read more
Stephen Curry says his Li-Ning signature shoe will debut early next year: read more
Working on anything cool, or have a press release you would like us to cover? Send it in for the chance for it to be covered in next week’s edition!
That’s all for now, everyone - thanks again for reading the latest edition of The SEG3 Report. If you found it of interest, please do consider sharing with a colleague or friend who’d enjoy it too!



