Magid Media Futures: Digital Video, OTT, SVOD, Messaging, Social Networks, Gaming, Esports and VR CONFIDENTIAL AND PROPRIETARY © 2016 by Frank N. Magid Associates, Inc. Any duplication, reproduction or usage of this document or any portion thereof without the written consent of the firm is prohibited. 1 About Magid § Magid is renowned for its work in the media and entertainment industry, with both traditional and emerging players. We help develop and launch new products and services and work with clients to re-imagine their businesses, furthering content, marketing, distribution, advertising sales, programming, promotion, and branding efforts. Digital Games Print Media Mobile Cable MSOs TV & Cable Networks 2 Methodology • Nationally representative online survey of 2,400 consumers ages 8-64. The sample is matched to the US Census. The study evaluates media attitudes and behaviors of consumers as it relates to devices, video, TV, gaming, social networking and more. • This sample represents approximately 200 million Americans • Data was collected from July 21 – August 5, 2016 • A high quality online research panel and data collection firm was used for recruitment and data collection 3 DIGITAL AS PRIMARY ENTERTAINTMENT SOURCE 4 Top Platform for Entertainment – Digital Options Overtake TV What is your primary medium for entertainment? Select only one. 2011 2012 2013 2014 2015 2016 46% 44% 39%40%39% 37% 32% 33% 29% 28% 24%25% 4% Laptop or PC Television 6% 14% 13% 10% 8% Smartphone Base: Total N=2400. Q1.2 What is your primary medium for entertainment? Select only one. 6% 5% 12% 10% 7% 7% Video game console 8% 9% 8% 6% 2% 3% Tablet 5 Digital Devices Exceed TV As Primary Entertainment Source Among Younger Generations What is your primary medium for entertainment? Select only one. Total Millennials Plurals 37% 31% 25% 21% 20% 21% 20% 22% 18% 14% 16% 13% 12% 6% Television Laptop or PC Smartphone Base: Total N=2400. Q1.2 What is your primary medium for entertainment? Select only one. Video game console 5% Tablet 6% 6% 5% A connected TV device 6 CORD CUTTING 7 Intent To Cord-Cut Continues To Rise % of Pay TV Subscribers Extremely Likely To Cancel Pay TV Service in Next 12 Months, And Will Not Switch to Another Pay TV Service (Among 18-64 Pay TV Subscribers) 2011 2012 2013 2014 2015 2016 5.7% 3.8% 1.9% 2.2% 2.7% 8.7% of 25-34 year-old Pay TV Subscribers say they are very likely to cut 9% of Millennial Pay TV Subscribers say they are very likely to cut 2.9% Cord-Cutters (18-64) Base: Total ages 18-64 with pay TV service, N=1636. Q10.4. How likely are you to cancel your pay TV service in the next 12 months? Q10.5 If you cancel your current pay TV service in the next 12 months, which of the following are you most likely to do? Based on those ‘extremely likely’ to cancel pay TV N=170 8 OTT Remains Key Driver Of Cutting, Far More Than Cost Reasons for Canceling Pay TV Service (Among very likely cord-cutters) 75% Combined OTT Reasons* I am satisfied with what I can receive over-the-air 45% 39% I have entertainment options on the Internet* I can watch the TV shows and movies I like on the Internet* I am satisfied with online streaming options on my TV from services like Netflix, Hulu* Combined OTT reasons 2013: 54% 2014: 76% 2015: 77% 36% 32% It's too expensive 29% I can watch the TV shows and movies I like on DVD 20% I don't watch enough TV to make it worth it 20% Cost reason: 2014: 40% 2015: 30% Base: Those ‘very likely’ to cancel their pay TV service who will ‘go without pay TV service’ N=56. Q10.6 For which of the following reasons will you go without pay TV service? 9 Are Skinny Bundles The Future? “Skinny bundle” is defined as picking a cable/satellite package with a smaller number of channels at a lower price than a typical cable bundle 52% $48: Average fee willing to pay for skinny bundle Of consumers with a TV set are interested in subscribing to a ‘skinny bundle’. 32% are very interested. Base: Among those with a TV in the HH – Total N=2258; Millennials N=837. Q12.1: How interested are you in subscribing to a skinny bundle or picking and choosing a cable/satellite package with a smaller number of channels at a lower price than a typical cable bundle? Base: Among those interested in a skinny bundle (4-5) and who watch a major channel – Total N=1166; Millennials N=459. Q12.1B: How much would you be willing to spend on this skinny bundle per month? *Skinny bundle defined as picking a cable/satellite package with a smaller number of channels at a lower price than a typical cable bundle. 10 OTT AND DIGITAL VIDEO 11 Daily Online Video Viewing Still On The Rise Frequency of Viewing Any Type of Video Online on a Computer, Tablet or Smartphone 2014 87% 92% 2015 2016 93% 32% Ever 41% 44% Daily+ Base: Total N=2400. Q34: About how often would you say you watch online video? This is any online video you view on a computer, smartphone, tablet, or TV connected to the Internet. 12 Meanwhile, SVOD Subscriptions Have Been Rising Steadily In All Major Demos SVOD Subscriptions 2013 2014 2015 2016 84% 86% 70% 72% 53% 59% 64% 80% 83% 70% 64% 53% 37% 41% 43% 26% Total Millennials Families with kids in HH Base: Total N=2400. Q28: Do you, or does anyone in your household, subscribe to any of the following? Select all that apply. Boomers 13 SVOD Market Growing Among Existing Users # Of SVOD Services Subscribed In A HH 2015 30% 2016 2016: Among those who subscribe to at least 1 SVOD service, 63% subscribe to 2 or more 32% 28% 27% 22% 19% None 1 2 Base: Total N=2400. Q28: Do you, or does anyone in your household, subscribe to any of the following? Select all that apply. 13% 11% 10% 8% 3 4+ 14 Online Video Viewers Watch One-Third Of All Digital Video On Mobile (Smartphone/Tablet) Among Online Video Viewers 2.5X More online video viewing is being done on TVs connected to the Internet from 2014. 33% Of ALL video viewing is done on smartphone or tablet. Online video on a computer 20% Video on a smartphone 46% 14% Video on a tablet 19% TV connected to the Internet Base: Online video viewers, N=2228. Q34.2: In a typical week what percentage of video you watch is viewed online on a computer, smartphone, tablet or a TV connected to the Internet? Must add up to 100%. 15 Smartphones Increasingly Becoming TV Screens – More Full-Length Content Viewed On Mobile Devices 27% % of device owners who watch full-length TV or movie content on their devices (Among mobile device owners) 2014 2016 53% of smartphone users agree “my phone is my TV.” 46% 38% 40% 42% 28% 16% of Millennial smartphone users agree “my phone is my TV.” Smartphone Tablet Mobile Devices Mobile 2016 - Base: Smartphone users, N=2307. Tablet users, N=1843. Smartphone and tablet users, N=1740. Q11.2 Which of the following types of video do you watch regularly (once per week or more) on your tablet? Select all that apply. Q30.2Which of the following types of video do you watch regularly (once per week or more) on your 16 Three Quarters Of Consumers Use A Connected TV – Internet Streaming Devices Are Driving That Growth Methods Used For Streaming Video To A TV 74% Connect a TV to the Internet for streaming (+15% from 2015) 2016 2015 33% 30% Video game console Internet streaming device Blu-ray player Computer connected to TV 20% 31% 50% Millennials 37% Millennials 22% 18% 17% 22% Video Entertainment 2016 – Base: Total N=1600. Q.20.1 Which of the following do you connect to a TV in order to watch TV shows and movies streaming from the Internet on a TV screen? Select all that apply. 17 Smart TV Adoption Will Accelerate Streaming In a typical week, what percentage of all your video viewing is done using each of the following? Live TV Total Smart TV owners Streaming to any device* 40% 33% VOD 24% 28% DVR DVD 10% 11% Downloaded/rented online content 15% 16% 9% 3% 8% 4% Among HHs with TVs – Smart TV Ownership 2016: 39% 2015: 31% 2014: 21% 2013: 15% *Streaming to a PC/laptop, mobile device or TV set. Live TV = ‘live TV shows or movies as they air on broadcast, cable or satellite’ Video Entertainment 2016 - Base: Total, N=1600. Smart TV owners, N=670. Q12.3: Considering all of the following sources you may use to view any type of video content, in a typical week, what percentage of all your video viewing is done using each of the following? MMF 2016 – Base: Those that have a TV in the HH. Q9B: Which of the 18 Traditional Live TV Is Still The Most Watched, But A Variety Of Streaming Mediums Are Used As Well On a typical 24-hour day, how many hours do you watch … None Watch this way, but not daily Live cable or satellite TV Stream through computer Stream to connected TV Stream through console 13% 7% Less than one hour 12% 35% One to two hours 26% 11% 44% 47% Base: Total N=2400. Q8: On a typical 24-hour day, how many hours do you watch … Three to four hours Five+ 20% 14% 7% 19% 12% 8% 22% 12% 16% 14% 11% 10% 11% 10% 9% 10% 19 And Livestreaming Is The Next Frontier Sources Used To Watch Livestreaming Video YouTube 45% Facebook Live 24% Livestream 11% Twitch.tv 10% Periscope UStream I don’t ever view livestreaming video • 77% of 8-64 year olds watch livestreaming video • 85% of Millennials 9% 6% 23% Base: Total N=2400. Q36: Which of the following do you ever use to watch livestreaming video? This is any service that you use to view video content that is being produced live to watch on a computer, smartphone, tablet, or TV connected to the Internet. – Top 7 shown 20 Currently 1 in 10 Report Having A 4K TV In Their Home; Holiday Sales Will Likely Drive This Number Up Which of the following do you have in your household? 68% 37% HDTV Smart TV Base: Total N=2400. Q9B: Which of the following do you have in your household? Select all that apply. 11% 9% 4K/Ultra HD TV set 3D-TV set 21 GAMING 22 PC Most Widely Used Platform By Active Gamers, But Smartphone Is Close Behind Percentage of Population Playing Weekly+ On Each Platform 46% PC 43% Smartphone Console Tablet Base: Total N=2400; Q117: How often do you play games on the following? 38% 37% 23 Gaming Is Cross-Platform Today; Majority Of Weekly+ Gamers Play Other Major Platforms Cross Platform Play Weekly+ PC Gamer Weekly+ Smartphone Gamer Weekly+ Console Gamer Weekly+ Tablet Gamer - 75% 76% 78% Also Plays Smartphone Wkly+ 70% - 77% 79% Also Plays Console Weekly+ 63% 67% - 72% Also Plays Tablet Weekly+ 63% 67% 69% - Also Plays PC Weekly+ Base: All gamers. N=1631. Base: Weekly+ Smartphone Gamers. N=1041. Weekly+ Tablet Gamers. N=889. Weekly+ PC Gamers. N=1102. Weekly+ Console Gamers. N=916. Q117: How often do you play games on the following? 24 Among Gaming Devices, Consoles Have The Highest Number Of Hours Played How many hours per week do you spend playing games on the following? (Among weekly+ gamers of each platform) PC Smartphone 45% 16% 20% 47% 45% 47% 20% Console Console: 41% game for 5+ hours each week 21% 13% Less than 1 hour per week 1-5 hours per week Tablet 18% 23% 20% 18% 19% 13% 12% 5-9 hours per week More than 10 hours per week Base: Total N=2400. Q118: How many hours per week do you spend playing games on the following? 25 SMARTPHONE AND TABLET 26 Smartphone Penetration is Nearing Saturation; Tablet Growth Is Stagnant Smartphone Owners/Users Tablet Owners/Users (Among 8-64 year olds online) (Among 8-64 year olds online) 61% 85% 82% 71% 67% 2015 2016 57% 44% 44% 29% 2012 2013 2014 12% 2014 Est. 2013 2012 2011 31% 2011 66% 2015 2016 2016: 97% Millennials Base: Total N=2400. QI/QJ: Which of the following do you own/use regularly? 2011 2012 2013 2014 2016: 74% Millennials 27 On Their Respective Devices, Tablet Users Game and Watch Video More Than Smartphone Users Which of the following things do you do regularly (at least once per week) on your smartphone/tablet? (Among smartphone and tablet owners/users) Use social networks 56% 57% Listen to music 55% 56% 50% Play games 47% Watch video 64% 42% 41% Get weather information 31% Get local news 29% Get national news Research products/services to buy online 63% 25% 38% Smartphone Owners/Users 36% Tablet Owners/Users 33% Base: Among smartphone owners/users - Total N=2034; Among table owners/users N=1604. Q170: Which of the following things do you do regularly (at least once per week) on your smartphone? Select all that apply. – Top 8 shown 28 Mobile Gamers Are Similar Overall – Tablet or Smartphone 51% 53% Male 7% 11% 15% 14% 12-17 18-24 13% 10% 23% 23% 25-34 19% 19% 35-44 13% 13% 45-54 55-64 Tablet Gamers White 64% 64% Hispanic 16% 16% Black 11% 12% College Graduate or Higher Degree 53% 53% Married 54% 62% Child(ren) in Household (asked of adults only) 57% 53% Income > $75K 44% 45% 49% 47% Female 8-11 Smartphone Gamers 9% 9% Smartphone Gamers Tablet Gamers Base: Smartphone Gamers N=1027; Tablet Gamers N=1009. Sc.B: What is your gender? Sc.C: How old are you? Sc.D: Who lives with you in your household? Please select all that apply. Sc.H: Which of the following best describes your racial background? Cl.D: What was the last grade or level of school you completed? Cl.E: What is your approximate annual household income before taxes? This includes the combined salary of all household members who work, income from pension, Social Security, etc. Cl.F: What is your marital status? 29 MOBILE PAYERS 30 Virtual Good Spending, Tablet Vs. Smartphone Tablet and smartphone virtual goods market (Among regular gamers on each device) 2014 2015 2016 2014 2015 2016 51% 43% 33% 32% 39% 19% Tablet Smartphone MMF Base: Those who own/use a tablet and play games regularly 2016 N=1009; Q7.21 Have you ever bought digital or virtual goods in games on your tablet? Base: Those who own a smartphone and play games regularly 2016 N=1027; Q184 Have you ever bought digital or virtual goods in games on your smartphone? 31 Virtual Good Spending, Mobile Mobile virtual goods market ($mm) 2015 2016 $5.645B $4.586B Mobile $80 Is the average digital/virtual good smartphone spend among those who buy in the past 12 months $70 Is the average digital/virtual good tablet spend among those who buy in the past 12 months MMF Base: Those who own/use a tablet and play games regularly 2016 N=1009; Q7.21 Have you ever bought digital or virtual goods in games on your tablet? Q7.22 About how much did you spend in total on digital or virtual goods in games on your tablet in the last 12 months? N=481. Base: Those who own a smartphone and play games regularly 2016 N=1027; Q184 Have you ever bought digital or virtual goods in games on your smartphone? Base: Those who bought digital or virtual goods on their smartphones, N=375; Q185 About how much did you spend in total on digital or virtual goods in games on your smartphone in the last 12 months 32 ESPORTS 33 Over 40% Have Heard Of Esports; Viewership On The Rise, Reaching 26% This Year Have you ever heard of esports? Esports is also known as competitive gaming or professional gaming. 7% Yes No Not sure 41% 53% Those that have watched an esports event or programming: 2016: 26% 2015: 18% 2014: 12% 2013: 9% Base: Total N=2400. Q123: Have you ever heard of esports? Esports is also known as competitive gaming or professional gaming. Q123.2: Do you ever watch esports, full matches or clips, in the following ways? Select all that apply. 34 Those Aware Of Esports Skew Male, 18-44, And Having Children In HH 50% Male Female 8-11 12-17 18-24 35% 7% 5% 65% 13% 17% 25-34 18% 26% 35-44 17% 20% 45-54 18% 12% 55-64 17% 8% Heard of Esports White 62% 64% Hispanic 17% 17% Black 13% 12% College Graduate or Higher Degree 51% 55% Married 50% 54% Child(ren) in Household (asked of adults only) 47% 56% Income > $75K 39% 43% 50% Total 10% 12% Total Heard of Esports Base: Total N=2400; Heard of Esports, N=972. Sc.B: What is your gender? Sc.C: How old are you? Sc.D: Who lives with you in your household? Please select all that apply. Sc.H: Which of the following best describes your racial background? Cl.D: What was the last grade or level of school you completed? Cl.E: What is your approximate annual household income before taxes? This includes the combined salary of all household members who work, income from pension, Social Security, etc. Cl.F: What is your marital status? 35 Esports Viewers Skew Male, 25-44, Having Children In HH, And Higher Income Male 50% Female 50% 8-11 12-17 28% 7% 5% 10% 13% 13% 14% 18-24 25-34 18% 35-44 17% 25% 45-54 18% 55-64 33% 7% 4% 17% 72% Total Esports Viewers White 62% 65% Total Hispanic 17% 17% Esports Viewers Black 13% 12% College Graduate or Higher Degree 51% 65% Married 50% 65% Child(ren) in Household (asked of adults only) 47% 68% Income > $75K 39% 56% Base: Total N=2400; Esports Viewers N=621. Sc.B: What is your gender? Sc.C: How old are you? Sc.D: Who lives with you in your household? Please select all that apply. Sc.H: Which of the following best describes your racial background? Cl.D: What was the last grade or level of school you completed? Cl.E: What is your approximate annual household income before taxes? This includes the combined salary of all household members who work, income from pension, Social Security, etc. Cl.F: What is your marital status? 36 Majority Of Those Aware Of Esports Have Watched It; Streaming Online Is Top Format Do you ever watch esports, full matches or clips, in the following ways? (Among those that have heard of esports) Streaming online through an internet site or app which is not from a publisher (e.g. Twitch.tv) 34% On a TV channel provided by a paid television service (e.g. ESPN, TNT, etc.) Streaming online through an internet site or app from a publisher (e.g. LoLEsports.com) Streaming within the app/game itself No, I never watch esports 64% of those aware watch esports 28% Live, in person 21% 19% 18% 36% Base: Among those that have heard of esports before N=972. Q123.2: Do you ever watch esports, full matches or clips, in the following ways? Select all that apply. 37 Considering Overall Content Consumption, YouTube Dominates Esports Video Content Which of the following websites/apps have you used to watch Esports? (Among those that watch Esports content) YouTube 74% Twitch 34% Major League Gaming (MLG) 23% Dailymotion 23% Ustream 22% ESL Gaming 22% LoLesports 18% Hitbox.tv GosuGamers Azubu.tv Note: “Content” can include live streams, recaps, highlights, etc. 17% 13% 13% Base: Among those that watch esports content – Total N=621. Q123.6: Which of the following websites/apps have you used to watch esports? Select all that apply. 38 VIRTUAL REALITY 39 VR’s Potential For Success Is High, Nearly A Quarter Showing Strong Interest Interest in a virtual reality experience 23% 19% 22% 13% 24% Very interested-5 4 3 2 Not at all interested-1 Total Base: Total N=2400. Q152: How interested are you in virtual reality? 40 Samsung and PlayStation Lead VR Device Awareness Which of the following virtual reality products have you heard of? Samsung VR Gear 34% PlayStation VR 31% Oculus Rift 27% Google Cardboard 21% Microsoft HoloLens 17% Valve/HTC Vive 10% Razer OSVR MergeVR 8% 5% None of the above Base: Total N=2400. Q151.1: Which of the following virtual reality products have you heard of? Select all that apply. 38% 41 Various Brands Have The Potential To Succeed In The VR Space If you were to buy a virtual reality viewing device, which of the following brands would you prefer it come from? (Among those that are at least somewhat interested in VR, select up to two) Microsoft 40% Sony 37% Apple 35% GoPro Nikon None of the above 24% 9% 10% Base: Among those that are at least somewhat interested in a VR experience N=1531. Q152.2: If you were to buy a virtual reality viewing device, which of the following brands would you prefer it come from? Select up to two of the following. 42 Other Than GoPro, The Big Consumer Electronic Brands Will Be The Winners With 360 Cameras If you were to buy a virtual reality capture device (360 camera), which of the following brands would you prefer it come from? (Among those that are at least somewhat interested in VR, select up to two) GoPro 36% Sony 31% Microsoft 27% Apple 25% Nikon 21% Xiaomi 3% DJI 2% Drift 2% None of the above 11% Base: Among those that are at least somewhat interested in a VR experience N=1531. Q152.3: If you were to buy a virtual reality capture device (360 camera), which of the following brands would you prefer it come from? Select up to two of the following. 43 Traditional Media, Games, and Virtual Travel Lead Primary Use Cases For VR What kind of content would you be interested in experiencing through virtual reality? (Among those that are at least somewhat interested in VR) Movies 49% Console/PC games 38% Virtual Travel 35% TV Shows 33% Music videos 32% Sports Smartphone/tablet games Live Events 31% 28% 27% Base: Among those that are at least somewhat interested in a VR experience N=1531. Q153: What kind of content would you be interested in experiencing through virtual reality? Select all that apply. 44 Secondary VR Use Cases What kind of content would you be interested in experiencing through virtual reality? (Among those that are at least somewhat interested in VR) Social Networking 24% Video calls 23% Vehicular / Adventure Simulations Live / recorded video games 21% 20% Board games 18% News 17% Short-form video clips 15% Esports 15% Training for jobs and other activities Event Replays 15% 11% Base: Among those that are at least somewhat interested in a VR experience N=1531. Q153: What kind of content would you be interested in experiencing through virtual reality? Select all that apply. 45 Thank You For Your Attention Contact Us! Mike Vorhaus President, Magid Advisors 818-231-9110 [email protected] Paul Silverman Director of Research 212-515-4490 [email protected] Andrew Hare Director, Research and Strategy 212-515-4538 [email protected] Thomas Schankler Analyst 212-515-4526 [email protected] 46
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