Delivered at Casual Connect USA 2016. This year’s Acumen Report by Defy Media takes a deep-dive into the video diet of 13-24 year olds, a key target demographic in the growing F2P mobile gaming market. We will learn what sources they watch, what devices they use, and much more. We will also dig into youth attitudes toward digital advertising and what kinds of ads they find acceptable.
The document provides details about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" comparing the impacts of high vs low phone use, showing exam stress. It will cut between scenes of a revising student and one constantly on their phone. Facts will pop up to further explain impacts. The goal is to open teens' and parents' eyes to the negative effects of excessive phone use on mental health, education, and life goals.
The document provides information about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" showing the impacts of excessive phone use on mental health and school performance. It would cut between a student revising and one scrolling on their phone, then show the latter struggling in an exam. The video aims to open eyes to phones' effects on health, education and goals.
TikTok, the video-based social media app, usually conjures visions of teens mimicking the latest dance craze, but it’s probably better described as short attention span YouTube. In 2017, ByteDance, the Chinese-owned parent company of TikTok, acquired the Musical.ly app, which had gained a toehold with an under-18 demographic by becoming a replacement for the comedy-oriented Vine app along with a burgeoning lip-synching community.
The document summarizes key findings from the 2008 Mediascope Europe report on consumer media trends. Some of the main points include:
- Internet usage in Europe continues to grow, with 60% of Europeans now online and 49% using wireless connections. Women now outnumber men online.
- "Golden youth" aged 25-34 spend the most time online and see the internet as on par with television. They are more active online for communication, information, and managing their lifestyle.
- Online shopping is widespread, with 84% of Europeans shopping online in the last 6 months and spending on average €692 each. Many change brands during online research.
- Concerns about online advertising include tailored ads, privacy,
Can Digital Storytelling Enhance LearningDawnjoy16
Digital storytelling can enhance learning by creating interest in new topics through technology, facilitating class discussions, and allowing teachers to customize content. It benefits students by helping them develop information literacy skills and communicate collaboratively using different applications. Digital storytelling also helps students write more effectively by allowing them to combine visuals and audio, and offers opportunities to integrate the arts through images and music.
The document discusses youth audiences and television drama aimed at 16-24 year olds. It provides context on viewing habits of this demographic and how they are increasingly accessing content online and on demand. It also discusses the BBC series Skins and how it represents youth culture, including some potentially stereotypical portrayals. Commissioners seek to understand and appeal to this audience but also risk exploiting stereotypes.
The document provides details about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" comparing the impacts of high vs low phone use, showing exam stress. It will cut between scenes of a revising student and one constantly on their phone. Facts will pop up to further explain impacts. The goal is to open teens' and parents' eyes to the negative effects of excessive phone use on mental health, education, and life goals.
The document provides information about creating a media campaign for the organization Switch Off. It discusses targeting 14-18 year olds to encourage reduced screen time. Primary research found that teens spend 5-8 hours on phones daily and usually feel negative afterwards. The proposed product is a 30-second video called "Isolated" showing the impacts of excessive phone use on mental health and school performance. It would cut between a student revising and one scrolling on their phone, then show the latter struggling in an exam. The video aims to open eyes to phones' effects on health, education and goals.
TikTok, the video-based social media app, usually conjures visions of teens mimicking the latest dance craze, but it’s probably better described as short attention span YouTube. In 2017, ByteDance, the Chinese-owned parent company of TikTok, acquired the Musical.ly app, which had gained a toehold with an under-18 demographic by becoming a replacement for the comedy-oriented Vine app along with a burgeoning lip-synching community.
The document summarizes key findings from the 2008 Mediascope Europe report on consumer media trends. Some of the main points include:
- Internet usage in Europe continues to grow, with 60% of Europeans now online and 49% using wireless connections. Women now outnumber men online.
- "Golden youth" aged 25-34 spend the most time online and see the internet as on par with television. They are more active online for communication, information, and managing their lifestyle.
- Online shopping is widespread, with 84% of Europeans shopping online in the last 6 months and spending on average €692 each. Many change brands during online research.
- Concerns about online advertising include tailored ads, privacy,
Can Digital Storytelling Enhance LearningDawnjoy16
Digital storytelling can enhance learning by creating interest in new topics through technology, facilitating class discussions, and allowing teachers to customize content. It benefits students by helping them develop information literacy skills and communicate collaboratively using different applications. Digital storytelling also helps students write more effectively by allowing them to combine visuals and audio, and offers opportunities to integrate the arts through images and music.
The document discusses youth audiences and television drama aimed at 16-24 year olds. It provides context on viewing habits of this demographic and how they are increasingly accessing content online and on demand. It also discusses the BBC series Skins and how it represents youth culture, including some potentially stereotypical portrayals. Commissioners seek to understand and appeal to this audience but also risk exploiting stereotypes.
This online and mobile-first report is researched on 752,057 online community members around Vietnam. The data is also weighted based on the online population in 2017 and was done by Decision Lab, one of my favorite researching company in Vietnam.
Quick preview for you:
• Approximately 70% still watch traditional television, however, 88% of those are likely to be doing something else at the same time!
• They spend approximately 10.6 hours per day engaging with online content, more than any other previous generation.
• According to a report by Forbes, the average attention span of this generation is a meager 8 seconds, 4 seconds shorter than Millenials before them.
• Gen Zers are the most likely to be consuming online video. Across all generations, online video is extremely popular, with 99% of all those who use the internet reporting watching it. Internet penetration amongst Gen Z was reported at 90%, higher than millenials at 78% and dwarfing 45 and overs at only 28%.
Quality resource: https://www.decisionlab.co/blog/yes-the-internet-is-redefining-gen-zs-tv-habits
This document discusses the debate around whether violence on television makes children more violent. It presents arguments on both sides of the issue. Those who argue that violent TV programming contributes to youth violence today include parents, teachers, doctors, and politicians. However, television networks and cable providers argue it is the parents' responsibility to monitor what children watch. The essay also notes that similar debates occurred centuries ago regarding violence in theatrical performances.
This document discusses Generation C, defined as people aged 18-34 who make extensive use of social media and are considered highly connected. It provides examples of how Generation C is constantly connected through their smartphones, sharing content and interacting with others online. Statistics are presented showing 80% of Generation C watches YouTube on their phones, 88% have social media profiles they update daily, and 91% sleep with their phones and are constantly alert to notifications. Generation C's lifestyle is characterized by constant online connectivity.
The document discusses how consumer behavior around media consumption is changing, with many people moving to streaming content on demand through various devices and avoiding traditional live television with advertisements. It identifies three key groups - "Opt Outs" who have cut the cord and watch no live TV, "On Demanders" who supplement live TV with streaming, and the "Rest of the Internet" for comparison. It finds that these new groups are younger, wealthier consumers who value convenience and control over their viewing experience, and have less tolerance for advertisements. The document advocates for rethinking advertising strategies to better engage these audiences on their own terms.
Millward Brown AdReaction: Video Creative in a Digital World Global ReportKantar
Millward Brown's AdReaction Video explores how, where and why multiscreen users in 42 countries are viewing video, and what marketers need to know to create video that is effective across screens. We interviewed over 13,500 multiscreen users (ages 16-45 who own or have access to a TV and a smartphone of tablet). We also tested 20 TV as in 8 countries across TV, digital and mobile platforms.
http://www.millwardbrown.com/adreaction/video/
Reference: Millward Brown | AD Reaction Video | Global Digital Strategist
Millward Brown’s AdReaction Video study explored how, where, and why multiscreen users in 42 countries are viewing video, and what marketers need to know to create video that is effective across screens. We have interviewed over 13 500 multiscreen users (ages 16-45 who own or have access to a TV and a smartphone or tablet). We also tested 20 Tv ads in 8 countries across TV, digital and mobile platforms.
#ADReaction
Millward Brown Research: AdReaction: Video Creative in a Digital WorldIAB Europe
AdReaction studies have been conducted since 2001, delivering insights on consumers' perceptions of advertising, particularly digital formats.
AdReaction: Video Creative in a Digital World addresses key questions facing marketers, including:
• How are videos viewed by screen – and for how long?
• What do people think of video ads by screen?
• How can I create ads that consumers won’t skip?
We surveyed, via smartphone or tablet, more than 13,500 16-45 year old multiscreen users across 42 countries. Multiscreen users were defined as people who own, or have access to, a TV and a smartphone and/or a tablet. We also conducted parallel copy testing for 20 ads in eight countries, across TV, online video and mobile video ad formats, interviewing more than 10,000 consumers.
This report summarizes overall global learning. For data by country, please visit www.millwardbrown.com/adreaction
Vlogging, unboxing videos, and product reviews are some of the most common and easiest YouTube channel ideas that require minimal equipment. These types of videos involve recording everyday life experiences, opening and showing the contents of new products, and providing opinions on items after using them. Starting a channel is intimidating but getting feedback from viewers helps creators improve over time without needing special skills upfront.
These are the slides we used to pitch our bold CSR idea to increase positive brand perception and brand equity for Verizon. We pitched our campaign to upper level executives at mcgarrybowen and were chosen out of the three intern groups as the winners of the summer-long competition.
The document discusses proposed age restrictions on music videos by major platforms like YouTube due to concerns that explicit content can negatively influence younger viewers. It proposes setting ratings to block youth from sexual, violent or drug-related imagery. This aims to help parents control what children see while still allowing artist expression. However, critics argue it may backfire by prompting more provocative videos or cause viewers to find content on less restricted sites. The effect will likely be mixed, protecting some from extreme influences but not solving the issue of explicit content accessibility overall.
How to use social media specifically YouTube to engage citizens in the government system. Focused on local and state government. Presentation made Sept 17, 2009 at the National Assoc of Government Webmaster Conference.
Entertainment in the Era of the Selfie - Edelman 2014Edelman
Edelman’s eighth annual entertainment study explores how and why people consume and share entertainment. The study’s findings highlight people’s expectations for unprecedented control over their entertainment experiences. The study looks at the U.S., UK and China, and was co-commissioned by Edelman and MATTER, and fielded by Edelman Berland.
Learn more: http://edl.mn/edelent
2011 Association of Fish and Wildlife Conference KeynoteDave Rozman
I was invited to give a keynote at the 2011 Association of Fish and Wildlife Agencies National conference. My keynote focused on providing a brief snapshot of teens today and how to engage them in outdoor recreation or programs.
With so much more to do, and less time to do it, mums are blending traditional and digital media in surprising new ways. Meet Media Mum: always-on, in control and changing the rules for marketers.
Despite media fragmentation, TV programs remain an important cultural currency in Australia. Yet unlike traditional audience measures (OzTAM), social data can reveal underlying habits of engaged viewers.
The document discusses the negative impacts of excessive television watching, especially for children. It notes that television can increase obesity, negatively impact eyesight, and expose children to inappropriate content and violence. It also suggests television can distract from other activities like homework, outdoor play, and family interactions. The document advocates for greater parental control over television viewing habits and content selection to limit these harms and encourages finding alternative activities that are free from screens.
The document summarizes the results of a survey on TV watching behavior in Vietnam. It finds that 58% of respondents watch TV less than before, primarily due to more exciting alternative content available online and being busier. Younger people aged 10-29 spend more time online than watching TV, get their TV program information from Facebook and YouTube more than older age groups, and are more likely to discuss TV programs regularly with friends. Respondents aged 30-39 spend the most time watching TV and are more influenced by TV commercials than other content sources when learning about new programs.
Apresentação realizada no âmbito do projeto DIGITAL CITIZENSHIP. Este projeto envolveu alunos de duas turmas de 10º ano, os quais, em conjunto, organizaram uma palestra dirigida a alunos de 9º ano onde apresentaram o resultado do seu trabalho.
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
More Related Content
Similar to Acumen Report 2016: The Video Diet | Alissa Brodsky
This online and mobile-first report is researched on 752,057 online community members around Vietnam. The data is also weighted based on the online population in 2017 and was done by Decision Lab, one of my favorite researching company in Vietnam.
Quick preview for you:
• Approximately 70% still watch traditional television, however, 88% of those are likely to be doing something else at the same time!
• They spend approximately 10.6 hours per day engaging with online content, more than any other previous generation.
• According to a report by Forbes, the average attention span of this generation is a meager 8 seconds, 4 seconds shorter than Millenials before them.
• Gen Zers are the most likely to be consuming online video. Across all generations, online video is extremely popular, with 99% of all those who use the internet reporting watching it. Internet penetration amongst Gen Z was reported at 90%, higher than millenials at 78% and dwarfing 45 and overs at only 28%.
Quality resource: https://www.decisionlab.co/blog/yes-the-internet-is-redefining-gen-zs-tv-habits
This document discusses the debate around whether violence on television makes children more violent. It presents arguments on both sides of the issue. Those who argue that violent TV programming contributes to youth violence today include parents, teachers, doctors, and politicians. However, television networks and cable providers argue it is the parents' responsibility to monitor what children watch. The essay also notes that similar debates occurred centuries ago regarding violence in theatrical performances.
This document discusses Generation C, defined as people aged 18-34 who make extensive use of social media and are considered highly connected. It provides examples of how Generation C is constantly connected through their smartphones, sharing content and interacting with others online. Statistics are presented showing 80% of Generation C watches YouTube on their phones, 88% have social media profiles they update daily, and 91% sleep with their phones and are constantly alert to notifications. Generation C's lifestyle is characterized by constant online connectivity.
The document discusses how consumer behavior around media consumption is changing, with many people moving to streaming content on demand through various devices and avoiding traditional live television with advertisements. It identifies three key groups - "Opt Outs" who have cut the cord and watch no live TV, "On Demanders" who supplement live TV with streaming, and the "Rest of the Internet" for comparison. It finds that these new groups are younger, wealthier consumers who value convenience and control over their viewing experience, and have less tolerance for advertisements. The document advocates for rethinking advertising strategies to better engage these audiences on their own terms.
Millward Brown AdReaction: Video Creative in a Digital World Global ReportKantar
Millward Brown's AdReaction Video explores how, where and why multiscreen users in 42 countries are viewing video, and what marketers need to know to create video that is effective across screens. We interviewed over 13,500 multiscreen users (ages 16-45 who own or have access to a TV and a smartphone of tablet). We also tested 20 TV as in 8 countries across TV, digital and mobile platforms.
http://www.millwardbrown.com/adreaction/video/
Reference: Millward Brown | AD Reaction Video | Global Digital Strategist
Millward Brown’s AdReaction Video study explored how, where, and why multiscreen users in 42 countries are viewing video, and what marketers need to know to create video that is effective across screens. We have interviewed over 13 500 multiscreen users (ages 16-45 who own or have access to a TV and a smartphone or tablet). We also tested 20 Tv ads in 8 countries across TV, digital and mobile platforms.
#ADReaction
Millward Brown Research: AdReaction: Video Creative in a Digital WorldIAB Europe
AdReaction studies have been conducted since 2001, delivering insights on consumers' perceptions of advertising, particularly digital formats.
AdReaction: Video Creative in a Digital World addresses key questions facing marketers, including:
• How are videos viewed by screen – and for how long?
• What do people think of video ads by screen?
• How can I create ads that consumers won’t skip?
We surveyed, via smartphone or tablet, more than 13,500 16-45 year old multiscreen users across 42 countries. Multiscreen users were defined as people who own, or have access to, a TV and a smartphone and/or a tablet. We also conducted parallel copy testing for 20 ads in eight countries, across TV, online video and mobile video ad formats, interviewing more than 10,000 consumers.
This report summarizes overall global learning. For data by country, please visit www.millwardbrown.com/adreaction
Vlogging, unboxing videos, and product reviews are some of the most common and easiest YouTube channel ideas that require minimal equipment. These types of videos involve recording everyday life experiences, opening and showing the contents of new products, and providing opinions on items after using them. Starting a channel is intimidating but getting feedback from viewers helps creators improve over time without needing special skills upfront.
These are the slides we used to pitch our bold CSR idea to increase positive brand perception and brand equity for Verizon. We pitched our campaign to upper level executives at mcgarrybowen and were chosen out of the three intern groups as the winners of the summer-long competition.
The document discusses proposed age restrictions on music videos by major platforms like YouTube due to concerns that explicit content can negatively influence younger viewers. It proposes setting ratings to block youth from sexual, violent or drug-related imagery. This aims to help parents control what children see while still allowing artist expression. However, critics argue it may backfire by prompting more provocative videos or cause viewers to find content on less restricted sites. The effect will likely be mixed, protecting some from extreme influences but not solving the issue of explicit content accessibility overall.
How to use social media specifically YouTube to engage citizens in the government system. Focused on local and state government. Presentation made Sept 17, 2009 at the National Assoc of Government Webmaster Conference.
Entertainment in the Era of the Selfie - Edelman 2014Edelman
Edelman’s eighth annual entertainment study explores how and why people consume and share entertainment. The study’s findings highlight people’s expectations for unprecedented control over their entertainment experiences. The study looks at the U.S., UK and China, and was co-commissioned by Edelman and MATTER, and fielded by Edelman Berland.
Learn more: http://edl.mn/edelent
2011 Association of Fish and Wildlife Conference KeynoteDave Rozman
I was invited to give a keynote at the 2011 Association of Fish and Wildlife Agencies National conference. My keynote focused on providing a brief snapshot of teens today and how to engage them in outdoor recreation or programs.
With so much more to do, and less time to do it, mums are blending traditional and digital media in surprising new ways. Meet Media Mum: always-on, in control and changing the rules for marketers.
Despite media fragmentation, TV programs remain an important cultural currency in Australia. Yet unlike traditional audience measures (OzTAM), social data can reveal underlying habits of engaged viewers.
The document discusses the negative impacts of excessive television watching, especially for children. It notes that television can increase obesity, negatively impact eyesight, and expose children to inappropriate content and violence. It also suggests television can distract from other activities like homework, outdoor play, and family interactions. The document advocates for greater parental control over television viewing habits and content selection to limit these harms and encourages finding alternative activities that are free from screens.
The document summarizes the results of a survey on TV watching behavior in Vietnam. It finds that 58% of respondents watch TV less than before, primarily due to more exciting alternative content available online and being busier. Younger people aged 10-29 spend more time online than watching TV, get their TV program information from Facebook and YouTube more than older age groups, and are more likely to discuss TV programs regularly with friends. Respondents aged 30-39 spend the most time watching TV and are more influenced by TV commercials than other content sources when learning about new programs.
Apresentação realizada no âmbito do projeto DIGITAL CITIZENSHIP. Este projeto envolveu alunos de duas turmas de 10º ano, os quais, em conjunto, organizaram uma palestra dirigida a alunos de 9º ano onde apresentaram o resultado do seu trabalho.
Similar to Acumen Report 2016: The Video Diet | Alissa Brodsky (20)
You Only Pitch Once – Getting Game Pitches Right The First Time | Gregan DunnJessica Tams
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Insights You Need to Win in Mobile Gaming | Herman LeeJessica Tams
This document provides an overview and highlights of the mobile gaming market from a presentation by Herman Lee of App Annie. It discusses the growth of mobile gaming and time spent on mobile. Some key trends highlighted include the rise of hyper-casual games, Chinese publishers looking overseas, subscription gaming models, and varying monetization potential across markets and genres. Examples are given of how certain genres have increased user spending and revenue. The presentation concludes with information on App Annie's mobile analytics and insights platform.
Zero to 60: Building A Successful Games Studio Within A Hollywood Media Compa...Jessica Tams
The document discusses how FoxNext Games was built from nothing within two years as a games studio within a Hollywood media company. Some key lessons learned were that creative talent, not just IP or portfolio, must be the center of the business. Both a great talent and a great idea are needed for success, as IP, marketing and distribution cannot carry a game alone. They also learned to lean into their strengths while not avoiding risks, and to go all in when they knew something was great. Within two years, one of their games launched by FoxNext had over 22 million installs and $175 million in revenue, growing month over month with 60% of players returning daily.
Succeeding in the Maturing Mobile Gaming Market | Tuyen Nguyen, Owen O’DonoghueJessica Tams
Delivered at Casual Connect USA 2019. While mobile gaming continues to boast tremendous revenue growth, the industry is entering a new phase of maturation. In order to stay competitive, it’s essential to develop a strategy that’s focused on building great games, adopting sophisticated marketing practices, and putting your customers first. In this session, we’ll share trends, research and recommendations allowing you to adapt your business in a mature market, and develop a monetization strategy that prioritizes value for your customers.
Staying on Top of Your Game: Engaging and Converting Players in an Evolving L...Jessica Tams
The document discusses trends in player conversion and monetization in mobile games. It summarizes analysis of hundreds of billions of player actions and tens of millions of in-app purchases over three months. Some key points made include:
- Half of players who make purchases ("convert") do so nearly 3 days after installing the game, with many converting later, so ongoing messaging is important to keep players engaged.
- The average time to first purchase is increasing, with some purchases happening over 68 hours after installing. Continued communication about value and incentives are needed.
- Revenue is concentrating in fewer players who make larger purchases. Developers need targeted communication strategies to keep high value players invested.
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Jessica Tams
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The rise of the regulators | Paul GardnerJessica Tams
Regulators are becoming more significant in the gaming industry due to the growth and widespread reach of games, as well as their potential to negatively impact business and players. Regulators are focusing on issues like monetization techniques that exploit children, gambling elements, and games that encourage overengagement. The industry needs to proactively respond by not ignoring regulators, staying informed of policy developments, factoring regulations into product design, and considering regulations in strategic planning, as oversight is the new normal.
Why the Games Industry Needs Initiatives Like Putting The G Into Gaming | Liz...Jessica Tams
Delivered at Casual Connect Europe 2019. With just 20 per cent of the games workforce consisting of women, the G Into Gaming initiative was launched to help games companies take actionable steps, with the aim of promoting gender balance. It aims to encourage women and young girls to consider a career in games, then support and nurture that talent going forward. GIG is now calling for Champions of Change from across the games industry and will use Casual Connect London to launch the G Into Gaming Charter for the games industry.
Delivered at Casual Connect Europe 2019. Mobile RPG "Age of Magic" launched worldwide in 2018 and became a huge success for Playkot (reached top51 grossing in China). The game was created by a small but dedicated team under a tight budget and schedule. Learn about principles that led to this success: the way Playkot forms the core team; identification, evaluation, hiring and integration of fanatics; the epic first task for every newcomer and the role trust, freedom and responsibility play in game development. These principles are universal and can be applied to every epic team no matter its size or complexity of their games.
10 Years of Angry Birds | Stephen PorterJessica Tams
This document outlines the history and evolution of Rovio, the developer of the Angry Birds franchise, from 2009 to the present. It discusses key milestones such as the launch of Angry Birds in 2009, revenue growth through licensing and new games between 2010-2015, the Angry Birds movie in 2016, and Rovio's current focus on strengthening the Angry Birds brand and supporting performance marketing. The document provides statistics on revenue sources, game downloads and licensing sales over the years. It outlines Rovio's marketing mission and investment, as well as the best performing games and licensing programs currently.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
Understanding Mobile Game Players | Saad HameedJessica Tams
Delivered at Casual Connect Europe 2019. A human-centered look at mobile game users their segment comparison: (Gender, Age, Device, Gaming Frequency) their segment distribution within each country and how design thinking can help companies grow game players.
Soft Launch Planning and Management | Dylan TredreaJessica Tams
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2. It is important to take risks and make big changes during soft launches to learn as much as possible, as learnings accumulate over multiple tests and most soft launches fail.
3. Proper soft launch planning includes preparing server-side controls, operations plans, and qualitative feedback channels to support high-risk, high-reward experiments that could potentially "break" the game.
1 Million Years of Audience Watch Time | James BeavenJessica Tams
Keymailer is an influencer marketing platform that connects game publishers to influencers and helps track the results. It has over 680,000 influencer members who have promoted over 1 million game keys from 5000 publishers. Keymailer's data analysis found that properly setting up game details, timing promotions, measuring channel relevance, and scaling key distribution can improve content coverage and ROI for games. The presentation provided statistics on top influencers and lessons learned from analyzing over 1 billion views of influencer content.
Delivered at Casual Connect Europe 2019. Join Arizona Sunshine’s creator Vertigo Games in their journey of making high-quality Virtual Reality content accessible to a large audience. After the development of the home version of Arizona Sunshine, Arcades and Location Based Entertainment were explored in order to reach more players. The problems encountered, their solutions and the lessons learned during this process will be presented. Finally, the future of accessible VR will be discussed by taking a look at standalone devices.
The document provides 5 tips for maximizing app monetization: 1) Respect user privacy and comply with GDPR by obtaining clear consent; 2) Better understand users through analytics to adapt strategies; 3) Leverage brand advertising in apps to raise awareness and drive installs; 4) Optimize monetization strategies efficiently through automated tools and regular reviews; 5) Continually challenge strategies and optimize through repetition. The document is from a presentation at Casual Connect London 2019 about these tips from Ogury, a company that provides mobile marketing and analytics.
Do You Have What it Takes? What VCs are Looking For in Esports Investments | ...Jessica Tams
Venture capital firms like Bitkraft are looking for three main things in esports investments: strong leadership teams with esports passion and technical expertise; an ambitious vision and initial product that shows potential for market fit; and key performance indicators in data that prove product adoption, engagement, and monetization. Bitkraft evaluates these factors when considering investments that could deliver outstanding returns and change paradigms in the esports industry.
Commercial and Contractual Stability in Esports | Adam WhyteJessica Tams
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Playtika's growth by change | Boaz LevinJessica Tams
Boaz Levin, GM of Playtika UK, discusses how Playtika has grown through change, including acquiring several game studios and launching new game labs. Playtika now has over 2,500 employees developing over 20 games across 16 offices worldwide, with over 27 million active monthly users. Levin invites the audience to join Playtika through rank-order and mean-level changes in traits and mindsets.
Only the Best is Good Enough: How LEGO is Transforming its Approach to Videog...Jessica Tams
Delivered at Casual Connect Europe 2019. LEGO was founded in 1932 on the Danish principle: Det bedste er ikke for godt or “Only the Best is Good Enough”. As play evolves for LEGO fans of all ages, LEGO has taken on new innovation challenges—but always with a safe, fair and transparent approach. This talk will address the way LEGO videogames have changed their approach to quality, innovation, digital child safety, and fair and transparent monetization.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
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TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
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- The top challenges for privacy leaders, practitioners, and organizations in 2024
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Acumen Report 2016: The Video Diet | Alissa Brodsky
1.
2. STARTING POINT
• Youth are spending fewer hours on TV and more hours on digital video
because digital better suits their lifestyles.
• Thumb-stoppers get youth to pay attention to videos.
• Friends/family are trusted most for content discovery; social media and
YouTube are the top vehicles for delivering content.
• YouTube stars influence youth more than TV/Movie stars because they are
more relatable.
RESEARCH ROAD MAP
• What video sources are youth using? What sources are used by day-part?
• Has social media made significant in-roads as a video platform?
• Are videos more than entertainment? Do they fulfill other needs?
• What video sources can youth not live without?
• What kinds of advertising are most acceptable to youth?
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
INTRODUCTION
2
3. DEFINITIONOFA
VIDEO
By videos we mean movies, TV
shows, shorts, clips, music videos,
fails, pranks, etc. We do NOT mean
videos showing your friends, family,
or other people you know
personally. DO NOT include time
reading posts or other activities
that aren’t video watching.
METHODOLOGY
VIDEO AUDITION
• Ensures youth can articulate thoughts and aren’t camera shy
14-DAY ONLINE JOURNAL
• Completed by 54 youth ages 13-24
• Logged videos watched each day (by device and time of day)
• Daily questions; e.g. “How are TV and YouTube the same and
how are they different?”
IN-DEPTH INTERVIEWS
• 27 youth total
• 13-17 year olds — 9 buddy pairs (18 youth)
• 18-24 year olds — 9 individual interviews
• In Chicago, Raleigh-Durham, Seattle
ONLINE SURVEY
• 1,300 respondents ages 13-24
• Representative by age, gender, race and parent education
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 3
4. A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
WHAT’SONTHE
VIDEOMENU
5. FAVORITEDEVICES
More than one-third (38%) said there was no
cable/satellite box in the household
For watching video, it’s smartphones and PCs; teens 13-15
use tablets significantly more often than older youth.
“If you’re just watching a 5 minute video,
then it’s fastest and easiest to watch on
your phone; if it’s a longer video…then I’d
watch it on my laptop.”
- KATE, 16
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 5
DEVICE AVAILABLE
USES DEVICE TO WATCH VIDEOS93%
SMARTPHONE
LAPTOP/
DESKTOP
TABLET
GAMING DEVICE BLU-RAY/DVD STREAMING DEVICE
76%
86%
66% 63%
45%
78%
41%
58%
32% 35%
24%
CABLE/
SATELLITE BOX
62%
6. DIGITALDOMINATESTHEMENUWith the explosion of digital sources, youth have many choices of where to watch.
“Netflix would be the main course, because that’s
where you can find more mainstream videos that
are directed and professionally put together.”
- ANTON, 19
DIGITAL TERRESTRIAL
PAID TV 62%
BLU-RAY/DVD 33%
“When you think of Vines, you think of
funny, hilarious… just humor that’s
from the 21st Century.“
- Madeline, 13
6
SOCIAL (total of 5) 91%
FACEBOOK 53%
INSTAGRAM 37%
SNAPCHAT 33%
TWITTER 19%
TUMBLR 14%
YOUTUBE 85%
NETFLIX 66%
VINE 27%
HULU 25%
DIGITAL BUY/RENT 22%
AMAZON 19%
HBO NOW / SHO.COM 12%
TWITCH 10%
SPORTS APPS 9%
SLING TV 2%
7. SMALLERAPPETITEFORTVTV consumption declines significantly as youth age, while use
of most digital video sources increases or remains flat.
Social
[Facebook, Instagram, Snapchat, Tumblr, Twitter]
YouTube
Netflix
Cable/Satellite TV
Vine
Hulu
Amazon
HBO/SHO
13-15 years 16-18 years 19-21 years 22-24 years
90%
86%
67%
59%
32%
22%
21%
14%
93%
82%
64%
72%
26%
23%
20%
11%
7A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
“There's nothing good on TV these days, especially
when you can find much better content on YouTube.”
- Sadie, 17
8. NOTJUSTSNACKINGONSOCIALYouth socialize and watch video in equal amounts on the top
platforms—excluding video made by friends and family.
Brands
6%
8
VIDEOS USUALLY
WATCHED ON SOCIAL
Digital celebs
25%
People not known
personally
25%
Friends & family
15%
Musicians
12%
TV/movie celebs
12%
Sports celebs
5%
FACEBOOK
60%
40%
INSTAGRAM
48%
52%
SNAPCHAT
48%
52%
TWITTER
31%
69%
TUMBLR
30%
70%
Uses for video and socializing
Uses only for socializing
9. DIGITALTASTESBETTERFree and social combined surpass TV in users and hours, but cost isn’t the primary reason.
Using Hours Per Week
SOCIAL
Facebook, Instagram, Snapchat, Tumblr, Twitter
91% 5.9
FREE
YouTube, Vine, Twitch
88% 6.2
SUBSCRIPTION
Netflix, Amazon, Hulu, Sling, HBO/SHO, Sports apps
76% 8.8
Cable/Satellite TV
Live, DVR, app
62% 8.2
“For TV, you have channels
but you’re limited to that. On
YouTube I can just look up
what I’m interested in.”
- LEAH, 16
Less expensive options available 40%
Not interested in content/shows 24%
Can't afford 24%
Free video available elsewhere 19%
Can afford but cost not worthwhile 18%
Can only watch at home 12%
REASONS FINANCIALLY INDEPENDENT YOUTH DON’T HAVE PAID TV
9
“I can do without cable TV because
there are options out there for me to
avoid having to pay that amount.”
- MATT, 22
10. GOODTASTEISWORTHTHEPRICE
“Twitch.tv takes $15, and
that’s like two hours of
one of my shifts. That’s
not really that much.”
- Johnny, 17
“My parents pay for Netflix and
cable, and if they stopped paying
for them I wouldn’t pay for cable,
but I would pay for Netflix.“
- Jack, 18
Youth Pays
All or Some
Someone
Else Pays
“Borrows”
HBO/SHO 56% 39% 5%
Hulu 55% 37% 8%
Amazon 50% 45% 4%
Sports apps 48% 39% 13%
Sling TV 44% 50% 6%
Netflix 41% 48% 11%
Cable/Satellite TV 37% 63% <1%
Youth have clear ideas of what is worth paying for;
“borrowing” passwords is not frowned upon.
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 10
Based to those who use source
11. CONVENIENCEISKEYYouth rely heavily on smartphones to watch video, but they
haven’t given up their PCs.
“Most of the time when I’m on my phone or something,
I’m just scrolling through stuff. I wouldn’t usually watch
something that’s more than ten minutes.”
- Peyton, 13
“Even when I go to lunch, sometimes I get on my phone
and go to Vine.”
- Carlos, 15
“People choose what device to watch videos on based
on which one is most accessible. Screen size doesn’t
affect enjoyment.”
- AOL Research, 2015
VS
11
SNAPCHAT 81% 16%
INSTAGRAM 80% 27%
VINE 80% 22%
FACEBOOK 79% 52%
TUMBLR 75% 54%
TWITTER 74% 38%
YOUTUBE 73% 57%
NETFLIX 45% 52%
HULU 41% 57%
AMAZON 37% 57%
SLING TV 33% 45%
HBO/SHO 28% 51%
12. A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
DAILY VIDEO
REQUIREMENTS
13. 65%
BEFORE WORK/
SCHOOL 42%
AT WORK/ SCHOOL
62%
BREAKS/
LUNCH
81%
AFTER WORK/
SCHOOL
52%
DURING DINNER
83%
AFTER DINNER
67%
FALLING ASLEEP
ROUND-THE-CLOCKSATISFACTIONYouth are no longer constrained to the home in order to satisfy their video hunger.
Peak day-part
13-18 year
olds
88%
Peak day-part
19-24 year
olds
82%
13
“First thing in the morning: check my Facebook,
check my Instagram. During my lunch break, I'll do
Netflix. And then before bed I'll do Netflix.”
- ILEANA, 22
14. CONSTANTCRAVINGFOR
SOMESOURCES
Social video and YouTube are the most
watched sources throughout the day;
Netflix and TV kick in after dinner.
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 14
50%
BEFORE WORK/SCHOOL
AT WORK/SCHOOL
BREAKS/LUNCH
AFTER WORK/SCHOOLDURING DINNER
AFTER DINNER
FALLING ASLEEP
40%
30%
20%
10%
DAY-PARTS: % WATCHING TOP VIDEO SOURCES
15. NOTJUSTFORAMUSEMENTVideo helps youth manage life’s ups-and-downs; it’s particularly important for connecting with peers and family.
Reasons Youth Watch Videos
Boredom killer / Time filler 77%
Keep up with shows, sports, YouTubers, etc. 63%
Stress relief / Wind down from day 61%
Stay up-to-date on latest videos or events 60%
Spend time with others / Family time 58%
Mood lifter/changer 57%
Learn how to do something 47%
Fall asleep 44%
Background noise 33%
Power up / Get energized 25%
“I want to be distracted from
being bored. TV is always
there…it's easy to use and I
don't have to think too hard
about it.”
- Paige, 21
“I depend entirely on tutorials…on
how to sew a hem, or whatever, and if
I got stuck on my projects just
because I didn't have the right
YouTube tutorials, I'd be really mad.”
- Sadie, 17
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 15
16. YouTube, Netflix, social video and—to a lesser extent—TV are
the top sources youth can’t live without regardless of age.
Youth of ALL Ages Can’t Live Without
YOUTUBE 67%
NETFLIX 51%
SOCIAL (total of 5)
FACEBOOK
INSTAGRAM
SNAPCHAT
TUMBLR
TWITTER
48%
27%
14%
15%
4%
4%
CABLE/SATELLITE TV 36%
WOULDSTARVEWITHOUTVIDEO
16
“I don’t think I can live without YouTube because
like, everything is on there!”
- Taylor, 16
“Vine and Instagram are most important; my
friends are all on it..“
- Peyton, 13
“I would give up watching Vine or looking through
Twitter to watch my favorite YouTube channel.“
- Logan, 13
“YouTube is like a Swiss Army knife. It does
everything you need it to, and more.”
- Jake, 17
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
17. A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
RECIPE FOR AD
SUCCESS
18. Youth call digital pre-roll “ads”—and express frustration because
they impede need fulfillment; “commercials” are different.
“Commercials are the Yankees and
ads are the Mudcats. The Mudcats
are our local team and nobody
really likes them.”
- Peyton, 13
“COMMERCIALS” are usually found on TV and even
may be worth sharing but they also facilitate together
time—an important need for today’s youth.
“I think of the ad as traffic, and
the video is where I’m trying to
get to and it’s stopping me from
getting there.”
- Julia, 16
“I like the Always commercials. I don’t think of them
as commercials; they’re more kind of little videos…
showing something inspiring.“
- Ileana, 22
USE AD
BLOCKERS
ON AT LEAST
ONE DEVICE
52%
“ADS”AREN’TAFAVORITEFOOD
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T 18
“If I’m watching TV [with others] and a commercial comes
on, I can talk, “’What do you think is going to happen
next? Wasn’t that a good plot twist?”’
- Amber, 17
19. SAY DON’T MIND
WATCHING ADS TO
SUPPORT THEIR
FAVORITE DIGITAL
CELEBS
AGREE DIGITAL
CELEBS NEED ADS
ON THEIR CHANNELS
TO EARN A LIVING
“I haven’t really thought about it. I don’t want people
to be struggling financially. I’m like: ‘You’re funny,
you’re a good person; you should get money.’”
- AMBER, 17
“If I’m on YouTube, on a channel that I like…I
turn my ad block off because a percentage
of that can actually go to them.”
- Johnny, 17
Youth are more willing to watch an ad when they know it helps their favorite
digital celebrity continue to make videos.
HUNGERFORDIGITALCELEBS
19
63%
58%
20. SOMEADSTASTEBETTERSponsorships and branded content are more palatable to youth than standard preroll.
ADS THAT ARE “ALWAYS OR SOMETIMES OKAY”
5-sec intro-screen showing brand sponsor 89%
5-sec end-screen advertising product 88%
Product placement 87%
Digital celebrity announces brand sponsor 87%
Digital celebrity demonstrates product 87%
15-second preroll 80%
Digital celebrity uses product in an off-beat way 78%
30-second preroll 67%
1-minute preroll 53%
“To even have a story behind it like, ‘I bought
this pan because Jenna Marbles dressed up
like Rapunzel and used it.’”
- Aubrey, 20
“YouTubers can get so caught up in
making money that they lose their
personality. When it strays too far from
that I wonder: Are you just doing it
because you were paid to sponsor it?”
- Amanda, 19
20
But if the digital celeb is out of character and lacks authenticity, youth will reject the promotion.
21.
22.
23.
24. WHAT WE LEARNED
• Social media, YouTube, Netflix, and TV are the most used video
sources among youth 13-24 years old.
• Social media has become a can’t live without video source—
along with YouTube and Netflix.
• Social media and YouTube are watched throughout the day;
Netflix and TV don’t reach the same viewership levels as social
and YouTube until after dinner.
• Videos are more than just entertainment and distraction for
youth; they are a vital tool for connecting with peers and family.
• Youth are willing to watch ads if they know it allows their favorite
digital celebrities to continue making videos. Sponsorships and
branded content are preferred because these formats don’t
interfere with the needs youth turn to video to satisfy.
A C U M E N R E P O R T / / Y O U T H V I D E O D I E T
INSUMMARY
24