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A Surround Strategy for Cross Platform Research
Additional media choices add incremental time to the base choice
Watching more platforms does not mean less time with TV
No TV TV Only TV+1 TV+2 TV+3 TV+4
42:41 44:25 42:44 44:22 47:27
31:11
25:34 42:38
49:53
64:13
Avg Weekly Usage (hh:mm) TV Other
Source: Multimedia Mentor (Knowledge Networks) Fall 2010
Media Usage is Not Zero-Sum
It All Starts With the Fan
“To serve sports fans.
Anytime. Anywhere.”
ESPN’s Mission:
FALL 2004 FALL 2005 FALL 2006 FALL 2007 FALL 2008 FALL 2009 FALL 2010 FALL 2012
67.2 62.9 56.3 55.4 58.3
49.9 51.8 50.9
24.5 27.2 37.7 40.1 39.2
45.7 47.1 53.7
5.3 7.0 7.6 6.1 6.7
4.6 7.9
8.5
Persons 12-64 Weekly Reach (millions) ESPN TV Only TV and Non-TV ESPN Non-TV Only
ESPN Multi-Platform Users
More Than Double in 8 Years
Source: ESPN All Day, Every Day (Knowledge Networks)
ESPN Non-TV includes ESPN Radio, ESPN the Magazine, ESPN.com, ESPN Mobile/Apps, WatchESPN/ESPN3, Local ESPN.com
97.1 97.1 101.6 101.7
104.1 100.3
106.8 113.0
5
MOVE Cross-Platform Research from Special Project to Standard Practice
INFORM Media Plans With Predictive Measures and Consumer Insights
LINK to Existing Media Currencies and Ad Performance Research
ESTABLISHED 2010
USERS &
USAGE BY
PLATFORM
CROSS-MEDIA
AUDIENCES
AD
PERFORMANCE
Surveys
Platform
Measures
Scientific
Method
Modeling
Observation
Simulation
Learning
Multiplatform Works
Individual Platform
Contributions
Messaging Insights
Affinity/Favorability
Multiplatform Works
There is a positive correlation between multimedia and advertising effectiveness
Source: OTX – World Cup 2010
Purchase Intent
0%
10%
20%
30%
40%
50%
60%
70%
80%
TV Only TV + 1 TV + 2 TV + 3 ALL
0%
10%
20%
30%
40%
50%
60%
70%
80%
TV Only TV + 1 TV + 2 TV + 3 ALL
Brand 1
Brand 2
Brand 3
Multiplatform Works: For a “Faux” Brand
Share increase due to ad exposure
Source: Ninah
169%
TV Multiplatform
213%
Unique Values of Each Platform in the Mix
Source: Knowledge Networks/Pointlogic/Keller Fay (average of NFL advertisers, 2011
= Platform to emphasize for this ad goal
TV Online Banner
Homepage Takeover
Online Video Radio Magazine Mobile
Word of Mouth
Brand Awareness
Ad Recall
Sponsor Recall
Consideration
Source: OTX, Pointlogic
Both Individual Platform Strength
And Platform Synergies Count
Individual Platform Strength
Mobile
TV
Online
Magazine
Platform Synergy Synergy of “TV and”
Platforms With Greater OOH Usage Generated
More WOM for brands
Non
Audience
Live
Games
Sports
News/ Info
ESPN The
Magazine
ESPN3 ESPN.com ESPN
Radio
ESPN Mobile
73
158 163 164
180191 192 198
12%
31%
56%
35%
12%
23%
31%
Source: Keller Fay, Knowledge Networks Total Touch % Consumed OOH
% e
ngagin
g in
WO
M a
bo
ut
an
y W
orl
d C
up
Ad
verti
sers
in
th
e p
ast
day –
in
dexed
to
tota
l p
ub
lic
Messaging Insights
Annoyed
Happy
Bored Excited
Disturbed Amused
Informed
Interested
Confused
Curious
Pushy Harsh
Irritating Daring
Cheesy Funny
Entertaining
Likable Clever Upscale Relatable
Wholesome Authentic
Innovative Intelligent
Mo
re Ap
pealin
g
Higher Recall
Create Emotions with a Goal
and a Platform in Mind
0:00 0:03 0:06 0:09 0:12 0:15 0:18 0:21 0:24 0:27 0:30
TIME
NU
MB
ER O
F C
LIC
KS
Clicks per Reaction 22
20
18
16
14
12
10
8
6
4
2
0
14
12
10
8
6
4
2
0
0:09 0:12 0:15
NU
MB
ER O
F C
LIC
KS
14
12
10
8
6
4
2
0
0:09 0:12 0:15
NU
MB
ER O
F C
LIC
KS
c c Amused
Annoyed
Know Your Audience: Casual vs. Avid Fans
Drivers of Strong Feature Recall and Appeal are
Consistent with ESPN Brand
Source: VisionCritical; Regression Analysis; Base n=39 integrated TV and radio features (football)
Weaker Recall Weaker
Appeal Stronger Recall
Weaker Appeal
Weaker Recall
Stronger Appeal
Stronger Recall
Stronger Appeal
Cre
ativ
e D
rive
rs o
f R
eca
ll
Creative Drivers of Appeal
• Credible/Trustworthy • Authentic
• Relatable • Likable
• Clever
• Entertaining
Science & Innovation
Applying Science to the Study of Media and Advertising
19
Not Just What… Why!
Research Capabilities
3D Research Eye Gaze for TV,
PC & Mobile Cross Platform
Live Testing
(Up to 36 Subjects)
Bio-DialTM
Focus Groups
(Even in Spanish)
In-Home Video
Ethnography
Better Dials for
Dial Testing
Biometrics Head Sensor Pilot Testing Surveys Facial Coding
Usability
Research Radio
Reaction Time
Generic Contextual
Contextual is only one piece of
creative impact
Source: Disney Media & Ad Lab
Aided Awareness
30%
37%
Generic Contextual
4.60*
4.83*
Brand Attitude
*Brand attitude based on a 7 point scale
Approach Message Communication With
“Surround Strategy”
April – May 2011
Eyes Re-Size
ESTABLISHED 2010
Follow us on Twitter! @ESPNResearch