Do Viewers Prefer Live TV Over Online Viewing?

June 28, 2011

Do Viewers Prefer Live TV Over Online Viewing?
Recently, custom research by E-Poll and AMC was selected by CTAM for their Insights Conference case study competition.  The study was commissioned by AMC to gauge audience feelings towards online and live TV and found that online access to TV programs:

- Promotes linear viewing
- Complements and supplements linear viewing
- Helps build program fan bases

Online TV Viewing Complements and Expands Live Viewing
Three segments of viewers were measured; mostly linear TV viewers (live plus DVR), both online and linear viewers and mostly online viewers.  When asked, “I prefer to watch my favorite programs live on TV or through a DVR rather than watching them online,” 58% of mostly online viewers and 61% of both online and linear viewers agreed either somewhat or strongly.

  Source: 2011 CTAM Case Study Digital Viewing Effects Study

61% agreed with the statement, “If I discover a new show I like online, I would prefer to watch it on Live TV or through a DVR rather than online.”  The research confirms that most viewers prefer live TV or DVR over online viewing, regardless of where they first discover the programming.

Other topics addressed in the report ask if online viewing helps retain fanbases and if online viewing behavior can be a tool in acquiring new viewers.  View the rest of the report here.

Source: 2011 CTAM Case Study Digital Viewing Effects Study

Coming to a Gaming Console Near You

June 20, 2011

Coming to a Gaming Console Near You

Gaming consoles have taken center stage in most households as the entertainment hub delivering content beyond gaming.

Microsoft recently announced that 40% of all Xbox use is non-gaming.  PS3 and Wii are following similar models, offering browsing capabilities as well as access to Netflix, hulu and streaming music.  This growth presents new opportunities for console owners to be presented with targeted content.

This raises the question, what sort of content does the typical game console user want to see?

Most Interested in a Video Game

Using the unique extendability assessment from  E-Score Character Kids we looked at which characters gamers age 6-12 (play console games 2-4 times per week or more) want to see in their TV shows and in their games.

Excluding characters that originated from video games, Toothless from How to Train Your Dragon came out at top with 73% of respondents saying they are very or somewhat interested in seeing Toothless in a game.  Logan (Wolverine), Dumbledore, Megatron, Avatar and Phineas (Phineas and Ferb) also appeared on the list.

Source: E-Score Character Kids, Awareness >20%, among kids who play console games 2-4x per week or more

Most Interested in a TV Show

Toothless topped our list again with 77% of kids being somewhat or very interested in seeing him in a TV show; excluding characters originating from TV.   How to Train Your Dragon trainer Hiccup also appeared on our interest in TV show list as well as, Scrat (Ice Age), Donkey (Shrek), Po (Kung Fu Panda) and Dug (Up).

E-Score Character Kids can look at character appeal, potential extensions and attribute scores along different types of behavior.  Along with console video game use you can also filter by TV viewership, music consumption, internet video consumption and game console ownership.


Most Talked About Cable Shows

June 17, 2011

Cable Shows Worth Talking About

The water-cooler effect has expanded from office kitchenettes to social networks like Facebook and Twitter.  Programs that engage viewers in discussion create stronger viewer advocacy.  In other words, friends don’t let friends watch bad TV.

Most Talked About Cable Shows

Using Program Pulse Cable we looked at which are the top cable programs where viewers Talked About Show.  At the top of our list are shows featuring zombies, friendly serial-killers and Sarah Palin.  AMC’s The Walking Dead is tops on our list with a score of 60.

With no shortage of guns and grizzly bears, Sarah Palin’s Alaska is number two with 58.  Dexter, utilizing season long story arcs primed for speculation and suspense comes in at third with a score of 57.

Source: Program Pulse Cable, Awareness >20%, Sorted by awareness 

Along with Talked About Show, Program Pulse Cable can look into other engagement features including attentiveness and future viewing intent providing a picture of audience participation.


Boomers and Millennials’ Brand Preferences

June 17, 2011

GM developed the slogan “This is not your father’s Oldsmobile” in the 80’s to attract younger drivers with the idea that younger audiences simply don’t like what their parents do.  Generational marketing focuses on an age group’s opinions and values defined by political, cultural and social events.

Delving into the E-Score Brand database, we looked at the universe of nearly 1,200 brands tracked to determine which factors drive appeal for brands among the Baby Boomer generation as compared those appealing to the Millennials.

Key Drivers of Brand Appeal

For our study, Millennials are defined as those born between 1977 and 1994. Baby Boomers are born between 1949 and 1964. For each generational group we looked at the top 10% most appealing brands by top-two box appeal (“like a lot” or “like”).

Each brand is evaluated for 39 different attributes. Among these elite brands, we ranked the average scores for each attribute to demonstrate their relative importance in driving high brand appeal.  The resulting lists looked quite different for each generational cohort.

Source: E-Score Brand, >10% Awareness, top 10% of brands by top-two box appeal (like a lot or like), filtered by Baby Boomers and Millennials

While both groups gave high marks to attributes such as A Leader, High-Quality and Classic, there were clear differences in the respective lists.  Millennials see Cool as the 10th most important attribute contrasting with Baby Boomers who place it 25th.  The apparently cynical Millennials place Trustworthy at 16th where Baby Boomers place it 8th.  The Millennials, products of the mass marketing era and crave differentiation, place Unique at 12th; while Boomers place Unique just 24th.  Millennials see Approachable as less important in the 21st spot but Boomers place it much higher at 14th.

E-Score Brand has the ability to dissect opinions of brands based on age and generation.  A brand looking to extend or re-position its product to other ages can see which attributes deserve more attention in their promotions and which attributes may deserve less.


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