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  • The future of media
    • 08/02/16
    • Media and Entertainment
    • Media Measurement
    • Belgium
    • English

    The future of media

    The media industry will never stand still and you need to keep up to date with current and future media consumption patterns. Whether you need to measure advertising efficiency, analyze customer loyalty, or develop and schedule content, we can help. Discover why our experts continue to be at the forefront of media measurement globally.

  • The future of media
    • 08/02/16
    • Media and Entertainment
    • Media Measurement
    • Greece
    • English

    The future of media

    The media industry will never stand still and you need to keep up to date with current and future media consumption patterns. Whether you need to measure advertising efficiency, analyze customer loyalty, or develop and schedule content, we can help. Discover why our experts continue to be at the forefront of media measurement globally.

  • The future of media
    • 08/02/16
    • Media and Entertainment
    • Media Measurement
    • GfK-MRI
    • United States
    • English

    The future of media

    The media industry will never stand still and you need to keep up to date with current and future media consumption patterns. Whether you need to measure advertising efficiency, analyze customer loyalty, or develop and schedule content, we can help. Discover why our experts continue to be at the forefront of media measurement globally.

  • Top 10 June 2016
    • 08/01/16
    • Media and Entertainment
    • Greece
    • English

    Top 10 June 2016

    Download Top 10 June 2016

  • Video viewing landscape across devices
    • 07/29/16
    • -INDUSTRIES
    • Media and Entertainment
    • Technology
    • Home and Living
    • United Kingdom
    • English

    Video viewing landscape across devices

    With access to more devices and new formats of viewing than ever before, the video viewing landscape is changing rapidly. We’re now viewing videos not only at home and on the go, but also across multiple devices. Subscription video on demand (SVOD) services in particular is growing fast. According to BARB, UK households subscribing to Netflix, Amazon Video and Now TV have increased from 14% to 24% year on year.

  • Euro 2016 success for TV
    • 07/27/16
    • -INDUSTRIES
    • Home Appliances
    • Media and Entertainment
    • Retail
    • Technology
    • Consumer Goods
    • United Kingdom
    • English

    Euro 2016 success for TV

    Major sporting events often provide an injection of life to the TV market, and this summer proved no exception. Despite the misplaced optimism in England’s chance of Euro 2016 glory, the presence of three home nations – England, Northern Ireland and Wales – brought a much-needed boost to TV sales after a relatively muted start to the year. Our Point-of-Sales data observed year-on-year growth for March, April, May, and June, with April’s growth being particularly impressive given that Easter fell in this month the previous year.

  • Young British adults spend more time watching video on laptops than TV sets
    • 07/27/16
    • Media and Entertainment
    • Media Measurement
    • Video consumption
    • TV Audience Measurement
    • United Kingdom
    • English

    Young British adults spend more time watching video on laptops than TV sets

    Far from being light viewers, 18-24 year olds are voracious consumers of video content overall. 41 percent of their total viewing is spent using a laptop, whilst viewing on mobile devices is relatively insignificant. Traditional TV content and movies dominate their time spent viewing on a PC/laptop.

  • Young British adults spend more time watching video on laptops than TV sets
    • 07/27/16
    • Media and Entertainment
    • Media Measurement
    • Connected Consumer
    • Video consumption
    • TV Audience Measurement
    • Global
    • English

    Young British adults spend more time watching video on laptops than TV sets

    Far from being light viewers, 18-24 year olds are voracious consumers of video content overall. 41 percent of their total viewing is spent using a laptop, whilst viewing on mobile devices is relatively insignificant. Traditional TV content and movies dominate their time spent viewing on a PC/laptop.

    • 07/26/16
    • Media and Entertainment
    • Connected Consumer
    • Global
    • English

    The world is watching: Consumers’ global mindset ahead of the 2016 Olympics

    Founded in the late 19th century, the Olympic Games were meant to bring the world together for a little friendly competition – to celebrate athletic achievements away from political issues and other concerns.

    But the outside world has intruded on the games before – think Munich 1972. And this year, before they have even started, the Rio Summer games are surrounded by storms of controversy. Impeachment, government bankruptcy, Zika, and uncertain environmental conditions at some athletic venues have presented many potential distractions and continue to draw media attention.

    Rising concerns in Brazil and beyond

    How are consumers themselves really feeling in 2016? GfK Consumer Life provides an important reality check on all of the discussion and debate. Our latest research shows that Brazilians are most concerned about:

    1. Inflation and high prices (42%)
    2. Corruption (40%)
    3. Crime/lawlessness (38%) and Recession/unemployment (38%)

    Recession/unemployment, corruption and terrorism are now the fastest-rising concerns in Brazil.

    Not surprisingly, terrorism is also weighing on the minds of citizens around the world. Our latest findings show double-digit increases in the concern over terrorism in Germany, the Netherlands, Spain, UK, France and Russia. The concern in Brazil has risen only modestly in comparison – in the 4-7 point range, which places it among markets such as the US, Korea, Indonesia and Australia.

    A new way to watch: How technology is changing the games

    According to some recent sources, there are some 2 million unsold tickets to the Rio Games. But worldwide TV and Internet viewership promises to be strong, with a host of new platforms – smartphones, tablets, etc. – now more viable as options for watching the games. Close to a half (47%) of global tablet users have watched/listened to content on their tablets with a free service or an app. Similarly, over a third (36%) of smartphone users have done the same on their smartphones.

    As an alternative, while still very nascent, virtual reality shows promise to those wanting to experience the Olympics without the worry. According to GfK Consumer Life, many Americans are interested in using VR for anything from watching movies, TV shows and short videos, to visiting travel destinations and playing games. And, close to a quarter (24%) of Americans would like to watch sports via virtual reality.

    The VR concept is much more appealing to men (36%), especially Gen X men (40%), and affluent Americans with a household income of $100K+ (32%). According to NBC, Samsung Gear VR users will be able to watch exclusive Rio Olympics coverage via the new NBC Sports app. The success of the VR Rio experience (albeit somewhat dependent on streaming speeds) might be a pivotal moment for how future generations will consume media and entertainment.

    Open-mindedness and internationalism: The global mindset going into the Olympics

    There’s another bright spot despite the anxious atmosphere. Consumers around the world are increasingly embracing unfamiliar ideas and ways of life, with the value of “Open-mindedness” ranking at #9 in 2015 (out of a list of 50 personal values) among 20 countries. This represents a jump of 7 places from 2014. In fact, the notion of being broad minded is up across all regions tracked by GfK Consumer Life.

    Similarly, the desire to learn more about different people, countries and cultures is on the rise, as reflected in the rising value of “Internationalism,” which ranks at #42 globally — up 3 places from 2014. The value of “Internationalism” is up among all regions tracked.

    The lessons of this data are clear – while worries are real, they may not be as dramatic in some cases as headlines might lead us to expect, and concerns around attending the Olympics don’t necessarily translate to watching or streaming them across a variety of devices. With consumers around the world increasingly valuing open-mindedness and internationalism, the Olympic Games remain a global playing field for marketers and brands to truly come together. Can you take reassurance to a new level? Are there opportunities to back your messages with real social campaigns to ensure small but meaningful changes across the world? Authentic messages that connect with your target audiences on an emotional level will be key.

    Jola Burnett is a vice president and consultant at GfK Consumer Life. She can be contacted at jola.burnett@gfk.com.

  • Chasing content: Satisfying a fickle TV audience and a crazed advertiser
    • 07/25/16
    • Media and Entertainment
    • GfK-MRI
    • United States
    • English

    Chasing content: Satisfying a fickle TV audience and a crazed advertiser

    Last month, GfK's Karen Ramspacher, SVP, Consumer Insights, presented "Chasing content: Satisfying a fickle TV audience and a crazed advertiser" at the ARF's Audience Measurement conference held in New York, NY. Given the overwhelming feedback, we will be sharing these findings again via a webinar on Wednesday, August 10 at 2:00 PM ET.

  • Pokemon Go: consumers are playing with their privacy
    • 07/21/16
    • Media and Entertainment
    • Retail
    • Technology
    • Media Measurement
    • Digital Market Intelligence
    • United Kingdom
    • English

    Pokemon Go: consumers are playing with their privacy

    Pokémon Go is the new augmented reality game released by Niantic over the last two weeks that has taken the world and social media by storm. Players take the role of Pokémon trainers, and use their smartphones to capture monsters that are overlaid onto the real world using the smartphone’s camera. They are tasked with collecting all 151 Pokémon, and game play also includes using real world locations as PokéStops – where special items can be found, and Pokémon Gyms - where players can battle Pokémon left by other trainers.

  • Total New Zealand Commercial Radio Audience Measurement
    • 07/21/16
    • Media and Entertainment
    • Media Measurement
    • New Zealand
    • English

    Total New Zealand Commercial Radio Audience Measurement

    Results for Survey 1 of Total New Zealand Commercial Radio Audience Measurement 

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