Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

U.S. Home Entertainment Spending Peaks at $23.3B in 2018

According to DEG: The Digital Entertainment Group, U.S. consumer spending on home entertainment during 2018 reached an estimated $23.3 billion, a new record. During CES, DEG revealed that subscription streaming and “transactional video-on-demand” (TVOD) boosted the amount spent, which was up 11.5 percent from 2017. DEG noted that the numbers are still preliminary and that final numbers will be revealed in early February. The biggest growth came from subscription streaming mainly via Netflix, Amazon Prime Video and Hulu. Continue reading U.S. Home Entertainment Spending Peaks at $23.3B in 2018

Study Shows That Second Screen Is Popular with TV Viewers

Nielsen research indicates that American consumers are regularly accessing second screens while watching television content. The study found that 28 percent of U.S. adults “sometimes” use a device such as a smartphone or tablet at the same time they are watching TV, while 45 percent say they turn to a second screen “very often” or “always.” Only 12 percent of respondents suggest that they “never” access other devices during TV viewing. Nielsen found that second screens are often being used to complement the TV viewing experience, rather than serving as a distraction. Continue reading Study Shows That Second Screen Is Popular with TV Viewers

Pandora and Spotify Bring Streaming Experience to Podcasts

Podcasting is growing popular among a younger demographic, and now Pandora and Spotify are leveraging their music streaming experience in an effort to engage those listeners. The main challenge with podcasting is discoverability. Pandora Media chief executive Roger Lynch characterizes podcast discovery as “the Stone Age” compared to music discovery. He believes that the company can bring people in to listen to a podcast and keep them on the platform with music. Neither company revealed details of its podcast businesses. Continue reading Pandora and Spotify Bring Streaming Experience to Podcasts

Nielsen and Microsoft Partner on Cloud-Based Platform for Data

Nielsen Holdings and Microsoft are partnering on a cloud-based platform, Nielsen Connect, to help retailers gain insights from its consumer and operational data related to, respectively, media/TV ratings, and purchases of consumer goods. Nielsen chief technology/operations officer John Tavolieri noted that, given the value of the data, the industry has thus far not found a good way to “unlock” it. Nielsen’s data will be loaded to Microsoft Azure where the latter’s AI tools and APIs will enable users to search. Continue reading Nielsen and Microsoft Partner on Cloud-Based Platform for Data

Eventbrite to Sell Concert Tickets From YouTube Music Vids

Online video giant YouTube, which already has a deal with Ticketmaster, is adding Eventbrite to its ticketing initiative. The new partnership will bring Eventbrite listings for live music performances to YouTube’s Official Artist Channels on the video platform’s desktop and app versions. Event listings and a “Tickets” button will appear below an artist’s video so that fans can purchase tickets directly through Eventbrite. Through YouTube’s deals with Eventbrite and Ticketmaster, the streaming video platform covers more than 70 percent of the ticketing market in the U.S. Continue reading Eventbrite to Sell Concert Tickets From YouTube Music Vids

Nielsen Updates its Social Ratings to Measure Owned Content

Nielsen’s Social Content Ratings service — which measures the impact of television programming across social platforms Facebook, Instagram and Twitter — has been updated to include Owned Content Performance for helping television networks better understand social impact and optimize social strategies. During August, Nielsen examined more than 142,000 TV-related posts and tweets from accounts owned by or affiliated with networks, programs and talent handles, and discovered that images and video outperformed text in terms of engagement. Continue reading Nielsen Updates its Social Ratings to Measure Owned Content

Cord-Cutters Are Driving Sales of OTA Antennas for Live TV

The Consumer Technology Association released research suggesting that, in 2018, about 8.1 million Americans will buy TV antennas, up from just under 8 million for the past several years. CTA senior vice president of research and standards Brian Markwalter believes that the uptick in sales of home antennas is due to more cable subscribers cutting the cord. CTA research found that 20 percent of consumers say they watch over-the-air (OTA) TV via an antenna; NAB stated that more than 72 percent of Americans rely on an antenna for OTA. Continue reading Cord-Cutters Are Driving Sales of OTA Antennas for Live TV

Tencent Plans to Dominate eSports by Owning the Ecosystem

Chinese tech giant Tencent Holdings is focused on eSports, hosting arena competitions that could boost revenue from its games such as “League of Legends,” importing game titles from abroad, and purchasing the services that stream the games. The company, well known for its WeChat messaging app, is already the world’s largest videogame company by revenue. According to analysts, Tencent dominates China’s $38 billion game market, and recorded an estimated $18 billion in global sales in 2017, about half its total revenue. Continue reading Tencent Plans to Dominate eSports by Owning the Ecosystem

Retailers Use Apps, Social Media to Reach Children, Preteens

Children and preteens are shopping online, and retailers are advertising directly to them. Retailers are leveraging Snapchat, YouTube Kids and other mobile apps to target children and preteens more likely to be on their smartphones, tablets or laptops than watching television. Nine-year-old Isabella Colello described how she shops online and puts items in her cart, which her father can browse through and purchase — or not. “It’s so much better than going to the mall because there aren’t that many places to shop anymore,” she said. Continue reading Retailers Use Apps, Social Media to Reach Children, Preteens

New comScore CEO Readies Cross-Platform Ad Metrics Tool

Under the aegis of new chief executive Bryan Wiener, comScore is readying the debut of its Campaign Ratings tool to measure ad views across platforms. Wiener was hired about two months ago, in the wake of corporate difficulties including accounting irregularities and management changes. The tool promises to provide advertisers with a more realistic report of ad viewing by measuring viewers who see an ad on any device, including TV and mobile and avoiding double-counting of viewers who watch an ad once on different devices. Continue reading New comScore CEO Readies Cross-Platform Ad Metrics Tool

Nielsen: U.S. Adults Average 6 Hours per Day Watching Video

According to a new report from Nielsen covering Q1 2018, adult consumers in the U.S. are spending an average of 5 hours and 57 minutes per day watching video content (Americans average 11 hours per day interacting with all media). Nielsen’s research includes live and time-shifted television as well as video watched on a computer, via mobile apps and websites on smartphones or tablets, over Internet devices like Roku, and through connected devices such as Blu-ray players and game consoles. Continue reading Nielsen: U.S. Adults Average 6 Hours per Day Watching Video

Gray Television, Raycom Media to Merge in $3.6 Billion Deal

Gray Television and Raycom Media jointly announced plans to combine their companies in a $3.65 billion cash-and-stock deal. Gray will acquire Raycom for $2.85 billion in cash, $650 million in a new series of preferred stock, and 11.5 million shares of Gray common stock. After spinning off nine stations, the combined company will operate 142 stations in 92 markets. Raycom president and CEO Pat LaPlatney will become Gray’s president and co-CEO, while Gray’s current chief Hilton Howell will serve as executive chairman and co-CEO.

Continue reading Gray Television, Raycom Media to Merge in $3.6 Billion Deal

Facebook to Spend $1B–$2B on Original Content This Year

Facebook will spend between $1 billion and $2 billion on original content in the next year, say analysts, with the goal of transforming Watch, its interactive video channel into a “TV-like habit” that brings in advertising dollars. Tarnished by the fake news it disseminated, Facebook has funded ABC News, CNN, Fox News channel and Univision to create news programs that will go live this summer. The shows will feature personalities such as Fox News’ Shepard Smith and CNN’s Anderson Cooper. Continue reading Facebook to Spend $1B–$2B on Original Content This Year

Theme Parks Look to Game IPs for New VR, AR Experiences

Theme parks have a history of adding mobile games and apps such as “Club Penguin Island” and “Disney Magic Kingdom” to allow visitors to continue their experiences outside the park and encourage return visits. Now, augmented reality and virtual reality are opening the door to other game experiences that may make a transition from peoples’ homes into shared immersive environments in the theme park. Currently, VR gaming, with spending set to exceed $7 billion in 2018, is the most popular use case for the new technology. Continue reading Theme Parks Look to Game IPs for New VR, AR Experiences