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From TV to Total Video: The New 
Multi-Platform Consumer 
MediaPost Video Insider Summit 
Joan FitzGerald, SVP TV and Cross-Media Services 
comScore 
For info about the proprietary technology used in comScore products, refer to http://comscore.com/About_comScore/Patents
“Ad buyers and sellers are starting to take the rules they 
learned from the digital universe … and apply that to TV” 
© comScore, Inc. Proprietary. 2 
Forbes 9-12-14
The Brave New Digital World: Adoption of Smartphones & Tablets 
has dramatically changed the digital media landscape 
172 MILLION +22% 
© comScore, Inc. Proprietary. 3 
200,000,000 
180,000,000 
160,000,000 
140,000,000 
120,000,000 
100,000,000 
80,000,000 
60,000,000 
40,000,000 
20,000,000 
0 
Number of Device Owners 
Number of U.S. Device Owners 
(Smartphone and Tablet) 
Source: comScore MobiLens/TabLens 3 month average ending June 14 
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 Jun-14 
vs. YA 
93 MILLION 
+36% 
vs. YA
Digital engagement has doubled in the past three years, led by massive 
growth in mobile usage, but desktop engagement has not declined 
1,159 +17% 
+16% 
+17% 
+15% 
© comScore, Inc. Proprietary. 4 
Total U.S. Internet Usage in Minutes (Billions) by Platform 
543 
11 
131 
Desktop, Smartphone, and Tablet 
995 
124 
442 
143 
521 
+83% 
+1040% 
+237% 
+7% 
401 429 495 
December 2010 December 2013 July 2014 
Source: comScore Media Metrix Multi-Platform, Dec13 and Jul14 
Note: Dec-2010 Smartphone and Tablet numbers are estimated based on earliest observed comScore smartphone 
engagement data calibrated by number of smartphone users at that time.
On average, for the top 10 leading properties, 34% of monthly visitors are mobile-only 
and 72% of mobile engagement relies on apps vs browser 
% of Mobile Time Spent – 
Browser vs. App 
Source: comScore Mobile Metrix, 
U.S., July 2014 
© comScore, Inc. Proprietary. 5 
Google Sites 
Yahoo Sites 
Microsoft Sites 
Facebook 
AOL, Inc. 
Amazon Sites 
Apple Inc. 
Turner Digital 
Twitter.com 
CBS Interactive 
Top 10 Properties: Total U.S. Digital Population 
Unique Visitors (MM) by Platform 
Source: comScore Media Metrix Multi-Platform, U.S., July 2014 
Desktop Only Desktop + Mobile Mobile Only 
236 
217 
208 
206 
171 
162 
138 
127 
122 
113 
20% 
33% 
21% 
9% 
57% 
30% 
0% 
41% 
23% 
45% 
80% 
67% 
79% 
91% 
43% 
70% 
99% 
59% 
77% 
55% 
Browser App 
Mobile = Smartphone + Tablet 
Mobile app usage for Apple.com Sites includes all Apple property apps (e.g. iTunes, 
Apple Maps, etc.) 
Apple Sites 
11% 
20% 
18% 
27% 
28% 
34% 
55% 
39% 
67% 
39%
Strong growth in mobile app usage has propelled apps to a majority 
of digital engagement at 52%, while total mobile activity is at 60% 
© comScore, Inc. Proprietary. 6 
65% 
60% 
55% 
50% 
45% 
40% 
35% 
30% 
Share of U.S. Digital Media Time Spent Shifts by Platform 
Source: comScore Media Metrix Multi-Platform & Mobile Metrix, U.S., 
March 2013 - June 2014 
53% 
47% 
60% 
40% 
40% 
52% 
Mobile 
Mobile App 
Desktop
Photo/Video Sharing and Watching TV/Video are the fastest 
growing among top activities performed on mobile phones 
© comScore, Inc. Proprietary. 7 
45,000 
40,000 
35,000 
30,000 
25,000 
20,000 
15,000 
10,000 
5,000 
0 
Top 10 Activities Performed on a Mobile Phone at Least Once in a Week 
Unique Visitors (000) 
Source: comScore Mobilens, U.S., Jul 2014 
Y/Y Growth Rate 
16% 
16% 15% 
17% 
17% 
8% 
36% 18% 33% 16%
Online video allows convenient viewing of TV content and 
is an incremental audience – it’s not about avoiding ads 
comScore study sought to answer: why do viewers choose to watch TV 
content online? 
© comScore, Inc. Proprietary. 8 
̵ NOT out of ad-avoidance 
̵ Main factor is convenience and time-shifting 
7% 
13% 
25% 
38% 
57% 
71% 
Missed episode on TV 
Convenience 
Less ads 
Like to see past episodes 
Prefer the online experience 
Don’t subscribe to cable/don't have a TV
© comScore, Inc. Proprietary. 9 
comScore Cross-Platform Measurement— 
Total 
Video 
Linear 
TV 
OTT 
Video 
Digital 
Video
1 A SINGLE, Unduplicated Audience Metric 
2 UNIFIED Demography Across Platforms 
3 HOLISTIC Accounting of All Video Viewing Behavior 
4 SCALABLE Measurement of Platforms & Audiences 
5 FLEXIBLE to Fit the Future of Advertising 
© comScore, Inc. Proprietary. 10 
5 PRINCIPLES OF 
COMSCORE TOTAL VIDEO
Initial CIMM Cross-Media studies clarified the research 
challenge 
© comScore, Inc. Proprietary. 11 
PANELS: 
+ Demographics 
+ Single-source 
- Limited size 
- Scaling is prohibitively 
expensive 
CHALLENGE: 
Can we develop a methodology that 
leverages the value of panels with the 
scale of census measurement? 
CENSUS: 
+ Necessary scale 
+ Globally and nationally 
representative 
CONFIDENTIAL
Mobile + PC + TV Mobile + PC + TV 
© comScore, Inc. Proprietary. 12 
comScore Advances Cross-Platform Measurement 
PC + TV 
Set Top Box 
Data across 
4M HHs 
Multi-Screen 
Phase I 
5 ‘Screen’ Phase 1 
2010 2011 2012 
2013 2014 
OTT Integration 
Multi-Screen 
Phase II
Measuring Sony Crackle Across Multiple Platforms 
Requires Many Layers of Video Audience De-duplication 
© comScore, Inc. Proprietary. 13 
Multi-Platform 
Total Digital 
Desktop 
Total Mobile 
SmartPhone 
iOS 
Android 
Tablet 
iOS 
Android 
Living Room 
Devices 
Console 
Playstation 
PS3 
PS4 
Xbox 
Xbox 360 
Xbox One 
Connected TV 
SmartTV 
LG/Samsung 
Y! Widgets 
Toshiba 
Vizio 
Roku Bravia TV Dlink
Digital Platforms Increased Crackle’s Audience Size by 50% 
© comScore, Inc. Proprietary. 14 
12.1 
2.8 
2.0 
1.2 
Incremental from Co- 
Viewing 
Incremental from Living 
Room Devices 
Incremental from Mobile 
Desktop 
18.0 
Source: comScore Custom Research, December 2013 
Sony Crackle Unique Viewers 
(MM)
More Screens = More Time Spent on Every Device 
© comScore, Inc. Proprietary. 15 
47 min 
51 min 55 min 
4hr 19min 4hr 28min 5hr 
6hr 7min 
50 min 
59 min 
40 min 
TV Only TV + PC/Laptop Only TV + PC/Laptop + Mobile 
Only 
TV + PC/Laptop + Mobile 
+ Tablet 
Average Time Spent Per Day Following Olympics 
4hr 19min 
5hr 18min 
6hr 50min 
8hr 29min 
TV Only TV + 
PC/Laptop 
TV + 
PC/Laptop + 
Mobile 
TV + 
PC/Laptop + 
Mobile + 
Tablet 
Tablet 
Mobile 
PC/Laptop 
TV
ESPN Daily Reach Build (Millions) 
© comScore, Inc. Proprietary. 16 
Exclusive Daily Reach 
To take advantage of ESPN’s 
total Reach, an advertiser needs 
to place messages across all 
platforms 
Source: Project Blueprint September 2013 
29.8 
6.4 
5.5 
Men 18+ 
42 million total Reach 
Added Reach-Radio 
Added Reach-Digital 
TV 
+40%
© comScore, Inc. Proprietary. 17 
ESPN Multi-Platform Users and Usage 
50% 84% 
4% 9% 
49% 
16% 
30% 
42% 
17% 
33% 
Users 
M18+ 
Usage 
M18+ 
4+ Platforms 
3 Platforms 
2 Platforms 
1 Platform 
About half of all users during 
September 2013 were multi-platform 
users 
However, multi-platform users did 
most of the consumption 
Source: Project Blueprint September 2013 (users/usage in total month) 
Users% = % of total users; Usage% = % of total minutes
Campaign Measurement: Brand X Web and Digital Video Adds 
12 Reach Points 
© comScore, Inc. Proprietary. 
59.2% 
47.0% 
19.2% 
2.1% 
Cross-Platform Campaign Measurement 
70% 
60% 
50% 
40% 
30% 
20% 
10% 
0% 
Week 
1 
Week 
1-2 
Week 
1-3 
Week 
1-4 
Week 
1-5 
Week 
1-6 
Week 
1-7 
Week 
1-8 
Week 
1-9 
Week 
1-10 
Week 
1-11 
Week 
1-12 
Week 
1-13 
Week 
1-14 
Cross Platform Reach 
Total TV 
Web Online Video 
12.2% 
Demographic TV Reach 
Incremental 
Digital Reach Index 
All Persons 60.0 7% 100 
Men 18-34 47.0 12% 171 
Men 25-54 60.0 18% 257 
Men 35+ 75.0 5% 71 
Women 18-34 60.0 10% 143 
Women 25-54 65.0 10% 143 
Women 35+ 70.0 7% 100 
CONFIDENTIAL
Arguably the Most Important Digital Advertising Initiative To Date: 
Making Measurement Make Sense (3MS) Mission 
 Advertisers demand improved campaign delivery 
and improved reporting of ad exposure 
 Bolster confidence that ads delivered are actually 
viewable: 
© comScore, Inc. Proprietary. 19 
 50% of display pixels in view for at least 1 second 
 50% of video in view for at least 2 seconds
The four key aspects of all Digital Advertising that can be 
improved … with viewability shining a light on non-human traffic 
Targeting Viewability Brand Safety 
Accuracy 
© comScore, Inc. Proprietary. 20 
Non-Human 
Traffic
Average in-view rate is only 46%. Premium Publishers boast higher average in-view 
rates than Ad Networks/Exchanges, with much of difference being driven 
© comScore, Inc. Proprietary. 21 
by NHT
Advertisers get huge return from increasing viewability: A 40% increase in 
viewability drives a 75% increase in in-store sales lift for Kellogg’s 
Sales Lift Index 
In-Store Sales Lift Indexed to 100 for Less Than 50% Viewability of Impressions 
Less Than 50% Viewability At Least 70% Viewability 
© comScore, 40% improvement in viewability generating 75% increase in sales impact Inc. Proprietary. 22 
100 
175
Benefits for Agencies, Marketers and Publishers 
Publishers & Media Brands Brands & Marketers 
© comScore, Inc. Proprietary. 23 
 Measure your total audience – across TV, radio, PC, 
smartphone and tablet 
 Understand incremental increase in audience as 
content is delivered on multiple platforms 
 Uncover insights about which forms of content are 
most effective on a particular channel and to which 
audiences 
 Determine how consumption of your content varies 
by demographic composition and media channel 
 Understand size and composition of audiences 
reached for multi-screen campaigns 
 Use common metrics across platforms: reach, 
frequency, impressions, GRPs/TRPs 
 Plan reach, frequency and timing of exposure 
across channels to improve audience targeting and 
effectiveness 
 Determine incremental reach gained by adding 
platforms to your campaigns 
 Ensure quality of campaign by quantifying viewability, 
targeting, NHT and brand safety 
CONFIDENTIAL
Key Takeaways 
• Consumers are embracing mobile in a big way – and it’s 
changing how we think about our brands 
• Consumers are building more video into their lives – building 
© comScore, Inc. Proprietary. 24 
advertising opportunities 
• TV is still King, but it's not a zero-sum game 
• Time spent viewing “TV programming” not declining but fragmenting 
across devices while more devices equals more engagement 
• TV content owners aggressively monetizing online video with ad 
revenues. Big upside 
• Tomorrow’s media research data won’t mirror the past
© comScore, Inc. Proprietary. 25 
www.comscore.com/Total 
JFitzGerald@comScore.com

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Joan FitzGerald at the Video Insider Summit

  • 1. From TV to Total Video: The New Multi-Platform Consumer MediaPost Video Insider Summit Joan FitzGerald, SVP TV and Cross-Media Services comScore For info about the proprietary technology used in comScore products, refer to http://comscore.com/About_comScore/Patents
  • 2. “Ad buyers and sellers are starting to take the rules they learned from the digital universe … and apply that to TV” © comScore, Inc. Proprietary. 2 Forbes 9-12-14
  • 3. The Brave New Digital World: Adoption of Smartphones & Tablets has dramatically changed the digital media landscape 172 MILLION +22% © comScore, Inc. Proprietary. 3 200,000,000 180,000,000 160,000,000 140,000,000 120,000,000 100,000,000 80,000,000 60,000,000 40,000,000 20,000,000 0 Number of Device Owners Number of U.S. Device Owners (Smartphone and Tablet) Source: comScore MobiLens/TabLens 3 month average ending June 14 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 Jun-14 vs. YA 93 MILLION +36% vs. YA
  • 4. Digital engagement has doubled in the past three years, led by massive growth in mobile usage, but desktop engagement has not declined 1,159 +17% +16% +17% +15% © comScore, Inc. Proprietary. 4 Total U.S. Internet Usage in Minutes (Billions) by Platform 543 11 131 Desktop, Smartphone, and Tablet 995 124 442 143 521 +83% +1040% +237% +7% 401 429 495 December 2010 December 2013 July 2014 Source: comScore Media Metrix Multi-Platform, Dec13 and Jul14 Note: Dec-2010 Smartphone and Tablet numbers are estimated based on earliest observed comScore smartphone engagement data calibrated by number of smartphone users at that time.
  • 5. On average, for the top 10 leading properties, 34% of monthly visitors are mobile-only and 72% of mobile engagement relies on apps vs browser % of Mobile Time Spent – Browser vs. App Source: comScore Mobile Metrix, U.S., July 2014 © comScore, Inc. Proprietary. 5 Google Sites Yahoo Sites Microsoft Sites Facebook AOL, Inc. Amazon Sites Apple Inc. Turner Digital Twitter.com CBS Interactive Top 10 Properties: Total U.S. Digital Population Unique Visitors (MM) by Platform Source: comScore Media Metrix Multi-Platform, U.S., July 2014 Desktop Only Desktop + Mobile Mobile Only 236 217 208 206 171 162 138 127 122 113 20% 33% 21% 9% 57% 30% 0% 41% 23% 45% 80% 67% 79% 91% 43% 70% 99% 59% 77% 55% Browser App Mobile = Smartphone + Tablet Mobile app usage for Apple.com Sites includes all Apple property apps (e.g. iTunes, Apple Maps, etc.) Apple Sites 11% 20% 18% 27% 28% 34% 55% 39% 67% 39%
  • 6. Strong growth in mobile app usage has propelled apps to a majority of digital engagement at 52%, while total mobile activity is at 60% © comScore, Inc. Proprietary. 6 65% 60% 55% 50% 45% 40% 35% 30% Share of U.S. Digital Media Time Spent Shifts by Platform Source: comScore Media Metrix Multi-Platform & Mobile Metrix, U.S., March 2013 - June 2014 53% 47% 60% 40% 40% 52% Mobile Mobile App Desktop
  • 7. Photo/Video Sharing and Watching TV/Video are the fastest growing among top activities performed on mobile phones © comScore, Inc. Proprietary. 7 45,000 40,000 35,000 30,000 25,000 20,000 15,000 10,000 5,000 0 Top 10 Activities Performed on a Mobile Phone at Least Once in a Week Unique Visitors (000) Source: comScore Mobilens, U.S., Jul 2014 Y/Y Growth Rate 16% 16% 15% 17% 17% 8% 36% 18% 33% 16%
  • 8. Online video allows convenient viewing of TV content and is an incremental audience – it’s not about avoiding ads comScore study sought to answer: why do viewers choose to watch TV content online? © comScore, Inc. Proprietary. 8 ̵ NOT out of ad-avoidance ̵ Main factor is convenience and time-shifting 7% 13% 25% 38% 57% 71% Missed episode on TV Convenience Less ads Like to see past episodes Prefer the online experience Don’t subscribe to cable/don't have a TV
  • 9. © comScore, Inc. Proprietary. 9 comScore Cross-Platform Measurement— Total Video Linear TV OTT Video Digital Video
  • 10. 1 A SINGLE, Unduplicated Audience Metric 2 UNIFIED Demography Across Platforms 3 HOLISTIC Accounting of All Video Viewing Behavior 4 SCALABLE Measurement of Platforms & Audiences 5 FLEXIBLE to Fit the Future of Advertising © comScore, Inc. Proprietary. 10 5 PRINCIPLES OF COMSCORE TOTAL VIDEO
  • 11. Initial CIMM Cross-Media studies clarified the research challenge © comScore, Inc. Proprietary. 11 PANELS: + Demographics + Single-source - Limited size - Scaling is prohibitively expensive CHALLENGE: Can we develop a methodology that leverages the value of panels with the scale of census measurement? CENSUS: + Necessary scale + Globally and nationally representative CONFIDENTIAL
  • 12. Mobile + PC + TV Mobile + PC + TV © comScore, Inc. Proprietary. 12 comScore Advances Cross-Platform Measurement PC + TV Set Top Box Data across 4M HHs Multi-Screen Phase I 5 ‘Screen’ Phase 1 2010 2011 2012 2013 2014 OTT Integration Multi-Screen Phase II
  • 13. Measuring Sony Crackle Across Multiple Platforms Requires Many Layers of Video Audience De-duplication © comScore, Inc. Proprietary. 13 Multi-Platform Total Digital Desktop Total Mobile SmartPhone iOS Android Tablet iOS Android Living Room Devices Console Playstation PS3 PS4 Xbox Xbox 360 Xbox One Connected TV SmartTV LG/Samsung Y! Widgets Toshiba Vizio Roku Bravia TV Dlink
  • 14. Digital Platforms Increased Crackle’s Audience Size by 50% © comScore, Inc. Proprietary. 14 12.1 2.8 2.0 1.2 Incremental from Co- Viewing Incremental from Living Room Devices Incremental from Mobile Desktop 18.0 Source: comScore Custom Research, December 2013 Sony Crackle Unique Viewers (MM)
  • 15. More Screens = More Time Spent on Every Device © comScore, Inc. Proprietary. 15 47 min 51 min 55 min 4hr 19min 4hr 28min 5hr 6hr 7min 50 min 59 min 40 min TV Only TV + PC/Laptop Only TV + PC/Laptop + Mobile Only TV + PC/Laptop + Mobile + Tablet Average Time Spent Per Day Following Olympics 4hr 19min 5hr 18min 6hr 50min 8hr 29min TV Only TV + PC/Laptop TV + PC/Laptop + Mobile TV + PC/Laptop + Mobile + Tablet Tablet Mobile PC/Laptop TV
  • 16. ESPN Daily Reach Build (Millions) © comScore, Inc. Proprietary. 16 Exclusive Daily Reach To take advantage of ESPN’s total Reach, an advertiser needs to place messages across all platforms Source: Project Blueprint September 2013 29.8 6.4 5.5 Men 18+ 42 million total Reach Added Reach-Radio Added Reach-Digital TV +40%
  • 17. © comScore, Inc. Proprietary. 17 ESPN Multi-Platform Users and Usage 50% 84% 4% 9% 49% 16% 30% 42% 17% 33% Users M18+ Usage M18+ 4+ Platforms 3 Platforms 2 Platforms 1 Platform About half of all users during September 2013 were multi-platform users However, multi-platform users did most of the consumption Source: Project Blueprint September 2013 (users/usage in total month) Users% = % of total users; Usage% = % of total minutes
  • 18. Campaign Measurement: Brand X Web and Digital Video Adds 12 Reach Points © comScore, Inc. Proprietary. 59.2% 47.0% 19.2% 2.1% Cross-Platform Campaign Measurement 70% 60% 50% 40% 30% 20% 10% 0% Week 1 Week 1-2 Week 1-3 Week 1-4 Week 1-5 Week 1-6 Week 1-7 Week 1-8 Week 1-9 Week 1-10 Week 1-11 Week 1-12 Week 1-13 Week 1-14 Cross Platform Reach Total TV Web Online Video 12.2% Demographic TV Reach Incremental Digital Reach Index All Persons 60.0 7% 100 Men 18-34 47.0 12% 171 Men 25-54 60.0 18% 257 Men 35+ 75.0 5% 71 Women 18-34 60.0 10% 143 Women 25-54 65.0 10% 143 Women 35+ 70.0 7% 100 CONFIDENTIAL
  • 19. Arguably the Most Important Digital Advertising Initiative To Date: Making Measurement Make Sense (3MS) Mission  Advertisers demand improved campaign delivery and improved reporting of ad exposure  Bolster confidence that ads delivered are actually viewable: © comScore, Inc. Proprietary. 19  50% of display pixels in view for at least 1 second  50% of video in view for at least 2 seconds
  • 20. The four key aspects of all Digital Advertising that can be improved … with viewability shining a light on non-human traffic Targeting Viewability Brand Safety Accuracy © comScore, Inc. Proprietary. 20 Non-Human Traffic
  • 21. Average in-view rate is only 46%. Premium Publishers boast higher average in-view rates than Ad Networks/Exchanges, with much of difference being driven © comScore, Inc. Proprietary. 21 by NHT
  • 22. Advertisers get huge return from increasing viewability: A 40% increase in viewability drives a 75% increase in in-store sales lift for Kellogg’s Sales Lift Index In-Store Sales Lift Indexed to 100 for Less Than 50% Viewability of Impressions Less Than 50% Viewability At Least 70% Viewability © comScore, 40% improvement in viewability generating 75% increase in sales impact Inc. Proprietary. 22 100 175
  • 23. Benefits for Agencies, Marketers and Publishers Publishers & Media Brands Brands & Marketers © comScore, Inc. Proprietary. 23  Measure your total audience – across TV, radio, PC, smartphone and tablet  Understand incremental increase in audience as content is delivered on multiple platforms  Uncover insights about which forms of content are most effective on a particular channel and to which audiences  Determine how consumption of your content varies by demographic composition and media channel  Understand size and composition of audiences reached for multi-screen campaigns  Use common metrics across platforms: reach, frequency, impressions, GRPs/TRPs  Plan reach, frequency and timing of exposure across channels to improve audience targeting and effectiveness  Determine incremental reach gained by adding platforms to your campaigns  Ensure quality of campaign by quantifying viewability, targeting, NHT and brand safety CONFIDENTIAL
  • 24. Key Takeaways • Consumers are embracing mobile in a big way – and it’s changing how we think about our brands • Consumers are building more video into their lives – building © comScore, Inc. Proprietary. 24 advertising opportunities • TV is still King, but it's not a zero-sum game • Time spent viewing “TV programming” not declining but fragmenting across devices while more devices equals more engagement • TV content owners aggressively monetizing online video with ad revenues. Big upside • Tomorrow’s media research data won’t mirror the past
  • 25. © comScore, Inc. Proprietary. 25 www.comscore.com/Total JFitzGerald@comScore.com

Editor's Notes

  1. And, from that, we’ve developed 5 principles of cross-media measurement – that we called Total Video – and ultimately Total Media. This approach – or philosophy states – that cross-media measurement solution must provide: 1 A SINGLE, Unduplicated Audience Metric 2 UNIFIED Demography Across Platforms 3 HOLISTIC Accounting of All Video Viewing Behavior 4 SCALABLE Measurement of Platforms & Audiences 5 FLEXIBLE to Fit the Future of Advertising Using learnings from our R&D and these concepts, we’re developing solutions that go beyond custom applications to provide syndicated actionable insights for buyers and sellers.
  2. comScore is addressing industry demand for better cross-platform measurement solutions. By way of some background, in 2011,comScore and Arbitron, separately, did cross-platform measurement pilots for CIMM. The conclusion from the research was something interesting: the major media companies, marketers and ad agencies that are part of CIMM concluded that what was needed is a panel of the size of ….. a million. Of course, we all realized that were NEVER going to be able to afford to achieve one, huge, multi-platform consumer panel that was large enough to measure the TV and digital space.   So how do we achieve far better multi-platform measurement solutions? What do we need? We need to combine the best of panel based research with the scale of census-based research. Panels give us deep insights about individuals – and single source panels are important to ‘keep it real’. By single source, I mean that media exposure data is captured, electronically and passively, from the same people. Census measurements give us the scale for measuring the digital world – PCs, Smartphones, Tablets, Smart TVs. We have census measurements, and we have panels. We need to get smarter about how we put them together.
  3. Sony’s Online Video Network The only freely accessible premium entertainment network with Hollywood MOVIES, award-winning TV SHOWS and bold new ORIGINAL SERIES Audience de-duplication must occur at multiple levels to produce a single unduplicated audience metric
  4. Additional devices were associated with more TV viewing. The addition of mobile did not eat into time spent following the Games on PCs. Similarly, the addition of tablets was basically additive to all the other devices.
  5. We can dissect that reach and find that in the average day the exclusive audiences to ESPN’s digital and radio media increases the reach of ESPN TV by 40%. Important insight for an advertiser that needs to extend reach to men on a timely basis.
  6. And while half of all users in September were multiplatform users, they represented 84% of the time spent with ESPN media – basically accounting for most of the impressions we generate.
  7. For more information, visit www.comscore.com