Staying put is what’s best for reducing the spread of the COVID-19, but home bound consumers are having an immediate impact on brands. Marketers now have to reduce spending while continuing to engage buyers. How can businesses support their brands and make money in such uncharted waters?
Regardless of whether you call it social distancing, quarantining or retreating to a safe place, heading home amid concerns about the novel coronavirus (COVID-19) is bound to affect media consumption habits. In fact, staying put in our homes can lead to almost a 60% increase in the amount of...
Content creators and platforms battling for audiences will be happy to know that consumers are willing to crown multiple champions. According to a special Streaming Wars edition of the Nielsen Total Audience Report, which serves as the industry’s premiere source of media truth across platforms,...
This report highlights the cross-media fragmentation and consumer time spent over traditional and nascent technologies.
In the video game industry, connectivity and access to media have fueled an immense surge in free-to-play games. That surge has helped propel topline revenue and audience growth—both of which will continue in the years to come, largely because of massive hits like Fortnite and Pokémon GO.
Today’s digital video games feature many ways to lure gamers into opening up their wallets: microtransactions, downloadable content, gaming subscriptions, etc. Gamers, however, can’t purchase these digital offerings with cash. Traditionally, this is where credit cards come into play. So where...
Believe it or not, pre-teens bring quite a bit to the digital gaming table. Yes, most of the games they play are free, but game makers are steadily evolving their in-game monetization strategies to engage with this surprisingly valuable audience.
This edition of the Nielsen Total Audience Report provides the latest in media consumption trends. At 11 hours and 45 minutes, U.S. adults are spending nearly half their day connected to media.
African Americans are powerful consumers, wielding $1.3 trillion in annual buying power. These consumers' path to purchase is non-linear and technologically driven.
The typical U.S. adult streamer spends an average of just under one hour (57 minutes) streaming non-linear content to their TVs in a regular day. That’s significantly less time than streamers spend with linear TV: two hours 42 minutes.