Netpop | Play - This report covers four key genres of entertainment - games, movies, music, and television and explores how broadband users act as both consumers and producers of entertainment online.
With an ever-growing array of fan sites and online marketing vehicles, audience behaviors have shifted and millions of entertainment marketing dollars are in flux. Our study helps marketers understand how fans of mass media are engaging in entertainment online and how their actions, comments and home-grown content are shaping the new digital media landscape.
Table of Contents |
Charts and Tables Index
Growth of Broadband
0.1 Broadband Growth in the U.S.
0.2 The Modern Consumer Market
Broadband Play
1.1 Home Media - 1967 versus 2007
1.2 Percentage of Spare Time Spent Online versus Offline
1.3 Change in Last Two Years in Amount of Time Spent
Online
1.4 Percentage of Spare Time Spent Online by Age
1.5 Regular Media-Related Activities
1.6 Average Number of Minutes Spent on Typical Weekday
1.7 Media-Related Activities Done Regularly by Age
1.8 Average Number of Minutes Spent on Weekday by Age
1.9 Allocation of Total Time Spent Online
1.10 Percentage of Time Spent Online per Area of
Involvement by Age
1.11 How Often Go Online for Content or Information
1.12 Percentage of Time Accessing Internet from Locations
1.13 Percentage of Time Accessing Internet from Devices
1.14 Devices Used for Internet Access
1.15 Mobile Online Activities in a Typical Month
Pull-Based Marketing
2.1 How People learn about New Entertainment Titles
2.2 Declining Influence of Television and Newspapers
2.3 Percentage of Time Spent on Home Page versus Other
Web Sites by Age
2.4 Game Sites Visited Regularly
2.5 Movie Sites Visited Regularly
2.6 Music Sites Visited Regularly
2.7 Television Sites Visited Regularly
2.8 Primary Use of Favorite Entertainment Site
2.9 Impact of Internet on Enjoyment of Genre and Artist/Title
2.10 Increased Enjoyment by Age
2.11 Enjoyment by Type of Favorite Site
Current Pocket-Net User
3.1 Content Creation Activities
3.2 How People Learn about New Entertainment
3.3 Use and Perceived Influence of User-Generated
Content Sites
3.4 How Fans Contribute to Content
3.5 How Fans Contribute to Content by Age
3.6 Factors that Encourage Content Creation or
Distribution
3.7 Factors that Encourage Content Creation by Age
3.8 Studio versus Amateur Content
User Profiles
4.1 Content Creation Activities by Segment
4.2 Mean Number of Content Creation Activities
4.3 Social Clickers Who Do Communication Activities
Regularly
4.4 Average Number of People Broadbanders Connect With
on One-to-One Basis Online in a Typical Week
4.5 Mean Number of Content Creation Activities Done
Regularly by Age
4.6 Mean Hours Spare Time per Day
4.7 Average Minutes Spent on Typical Weekday
Contact Media Screen
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