Looked at another way, advertisers ran over 783 million streaming-video ads on Hulu, but about 452 million on the second-largest online video property, the Tremor Media network, and only 219 million on YouTube.
|
On the eve of the popular BlogHer Conference August 6-7, 2010 in New York, which now attracts over 1,000 bloggers from around the world, Access unveiled lists measuring the influence of the top 10 “mommy” and women’s lifestyle blogs. The rankings were calculated using our proprietary Access’ Blog Influence Engine (ABIE),. The results underscore the changing landscape and showcase the need for a deep understanding of influence beyond what is measured today. Read more at www.accesspr.com |
According to the study, 13% of the overall population surveyed reported that they had bought virtual goods in the last 12 months, with the mean of digital good purchase up 14% from $87 in 2009 to $99 in 2010. The median of digital goods purchase is $50 in 2010, a 67% improvement from $30 in 2009. In terms of the heaviest concentration of digital goods buyers, iPhone owners took over the #1 spot, moving from 28% of iPhone owners in 2009 to 43% in 2010. Virtual worlds came in second place with 41% of regular visitors having bought a digital good. Of weekly handheld and mobile gamers, 33% and 32%, respectively, bought digital goods. Overall, more than one-fifth (21%) of those who bought digital goods said they plan to spend more in the next 12 months. Among ways to purchase digital goods, 16% of digital goods buyers say they have used Facebook Credits.
|
Largest demographic of consumers who have reported buying virtual goods:
1. Males ages 18 to 24 (31%)
2. Males ages 8 to 11 and 12 to 17 (both at 23%)
3. Males 25 to 34 (21%)
4. Females ages 8 to 11 (16%)
5. Females ages 12 to 17 (15%)
6. Females ages 18 to 24 (14%)
|
Where consumers are buying from:
1. In a game (57%)
2. The official Web site outside the virtual world or game (38%)
3. E-commerce site such as PlaySpan (16%)
4. Another player (8%)
5. Other (8%)
6. Not sure (8%)
|
Type of game or environment where consumers have bought from:
1. A free, web-based game (37%)
2. A social network site, other than a game (31%)
3. A free multiplayer computer game (29%)
4. A game on a social network site (29%)
5. A connected console marketplace (21%)
6. A paid, subscription based multiplayer game (18%)
7. An online virtual world (11%)
8. Other (6%)
|
Concentration of virtual goods purchasers within ethnic groups:
1. Asian American (26%)
2. Latinos (20%)
3. African American or Black (15%)
4. Caucasians (11%)
5. All others (12%)
Read more at www.prweb.com |
| The annual VSS media survey/forecast is out, and some usual suspects about declining media and ad spend. But more interestingly, according to the study, picked up by the NYT, consumers last year for the first time spent more time with media they paid for, like books or cable TV, than with primarily ad-supported media, like newspapers and magazines. That means people are willing to pay for content, just not all types of content. |
Now to the more scarier parts of the forecast:
—In five years, ad spending in mags will finally rebound, after five years of decline, but at $9.8 billion, it will still be nowhere near the $12.9 billion it was in 2008. —By 2013, the video game market will be almost the size of the shrinking newspaper industry. —Changing consumer behaviors have led to declining print ad spend, particularly in newspapers where spending fell 13.1 percent to $54.16 billion in 2008, and consumer magazine publishing showed a spending drop of 5.8 percent to $22.91 billion. Read more at paidcontent.org |
Several comScore studies have confirmed that online campaigns drive offline sales, according to Fulgoni. In the first study, comScore took four categories, 53 brands and 200 of the most trafficked sites. The company looked at people exposed to display advertising and what they did in the month following. Findings reveal that 18% searched on the brand advertised and 29% went to the advertisers’ sites. Consumers
who were exposed to the display advertising spent 55% more time than the average visitors to these sites the next month. The rise in time spent is matched by a similar increase in page views — about 51%. |
Then, comScore analyzed the impact that online campaigns have on retail sales by matching the name and the address of consumers to retail loyalty card databases. The supermarket Kroger, for example, has issued about 60 million loyalty cards, which provide a massive data set to understand the degree that online search and display campaigns drive retail sales. The findings suggest a lift that is five times stronger when people are exposed to search ads alone, compared with display. Search alone produces an 82% lift, compared with display at 16%, and 119% when search and display are combined. About 82% of online ad campaigns measured by comScore have generated an average lift of 22% in CPG brand sales in retail stores. Read more at www.mediapost.com |
| According to the latest Nielsen Global Online Consumer Survey of over 25,000 Internet consumers from 50 countries, recommendations from personal acquaintances or opinions posted by consumers online are the most trusted forms of advertising worldwide. 90% of consumers surveyed said that they trust recommendations from people they know, while 70% trusted consumer opinions posted online. |
| Forms of Advertising in Which Consumers Trust “Somewhat” or “Completely” (April, 2009) | | Advertising | Percent of Respondents Trusting | | Recommendations from people known | 90% | | Consumer opinions posted online | 70% | | Brand websites | 70% | | Editorial content (e.g. newspaper article) | 69% | | Brand sponsorships | 64% | | TV | 62% | | Newspaper | 61% | | Magazines | 59% | | Billboards / outdoor advertising | 55% | | Radio | 55% | | Emails signed up for | 54% | | Ads before movies | 52% | | Search engine results ads | 41% | | Online video ads | 37% | | Online banner ads | 33% | | Text ads on mobile phones | 24% | | Source: Nielsen Global Online Consumer Survey, April 2009 | Read more at www.mediapost.com
| With 77% of U.S. Internet users watching online video and 43% viewing weekly, the medium has hit critical mass, according to a new study by Frank N. Magid Associates.
The research commissioned by video site Metacafe also found that more one-third (37%) of consumers who watch professionally produced video clips online — including TV clips, movie trailers, sports highlights and music videos — found them equally or more entertaining than watching full-length shows on their TV sets. Forty-one percent found them “somewhat” as entertaining.
The findings were based on an online survey of 1,927 people between the ages of 12 and 64 conducted in April as part of the Magid Media futures practice. Not surprisingly, young males between the ages of 18 and 24 were found to the heaviest video consumers, with 70% of that age group watching weekly. Read more at www.mediapost.com |
|