Providing market intelligence for more than 35 years

Entertainment Content: Video, Audio, Gaming

Q2 2018

Quantified Consumer

Alternative Content Consumption

Consumers fill significant hours of their day watching preferred video from a variety of sources and across many business models. Alternative video will impact viewership, ad revenues, marketing programs, brand perception, and awareness. This consumer research project helps players capitalize on these new, unique video sources in order to attract viewers and remain relevant.

For the purposes of this study, the term “Alternative Content” refers to the following types of video content:

  • Video from sites like YouTube, Vimeo, Dailymotion, etc. that offer videos made by consumers
  • Video from social networking sites like Twitter, Facebook, etc.
  • Video from apps like Snapchat, musical.ly, etc.
  • Livestreaming video available on apps/sites such as Facebook Live, Periscope/Twitter, Twitch, live.ly, etc.
     
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Download Table of Contents (PDF)

Executive Summary

Industry Insight

Definition of Alternative Content

Key Findings and Market Impact

Overview of the In-Home Connected Entertainment Environment

Total Average Video Consumption by Platform (2010 - 2017)

Internet Video Consumption on a Computer (2010 - 2017)

Online/App Video Content Watched on a TV Set (Q3/17)

Internet-Connected In-Home Entertainment Device Ownership (2010 - 2018)

Consumption by Most Used Connected Entertainment Device (Q3/17)

Consumption of Alternative Content

Use of Alternative Content Distribution Options in the Last 30 Days (Q3/17)

Use of Particular Alternative Content Sources Among Viewers of Any Type of Alternative Content (Q3/17)

Sources Used to Find User-Generated Content (Q3/17)

Frequency of Watching User Generated Content (Q3/17)

Use of User-Generated Content by Demographics (Q3/17)

Use of User-Generated Content by Housing Factors (Q3/17)

Pay-TV Service Subscription by Frequency of Watching User-Generated Content (Q3/17)

OTT Service Subscription by Frequency of Watching User-Generated Content (Q3/17)

Video Consumption on TV Sets by Frequency of Watching User-Generated Content (Q3/17)

Home Service ARPU by Frequency of Watching User-Generated Content (Q3/17)

Average Household Expenditure on Home Video Entertainment by Frequency of Watching User Generated Content (Q3/17)

Livestreaming of TV Shows and Sporting Events (Q3/17)

Viewers of Esports or Video Game Live Streams (Q3/17)

Reasons for Use of Livestreaming Sites/Apps for Viewing TV Shows or Sporting Events (Q3/17)

Creation of Alternative Content

Livestreaming or Posting of Video in Last 30 Days (Q3/17)

Frequency of Posting or Livestreaming Self-Created Content (Q3/17)

Alternative Content Consumption/Creation Groups (Q3/17)

Age of Respondents in Alternative Content Consumption/Creation Groups (Q3/17)

Live TV Broadcast Consumption by Alternative Content Consumption/Creation Groups (Q3/17)

Home Service ARPU by Alternative Content Consumption/Creation Groups (Q3/17)

Average Household Expenditure on Home Video Entertainment by Alternative Content Consumption/Creation Groups (Q3/17)

Livestreaming or Self-Recording of Video Game Play (Q3/17)

Appendix

Published by Parks Associates
© May 2018 Parks Associates

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Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct. We assume no responsibility for any inadvertent errors.

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