SOURCE: IBM
August 22, 2007 08:00 ET
IBM Consumer Survey Shows Decline of TV as Primary Media Device
ARMONK, NY--(Marketwire - August 22, 2007) - A new IBM (NYSE: IBM) online survey of consumer
digital media and entertainment habits shows audiences are more in control
than ever and increasingly savvy about filtering marketing messages.
The global findings overwhelmingly suggest personal Internet time rivals TV
time. Among consumer respondents, 19 percent stated spending six hours or
more per day on personal Internet usage, versus nine percent of respondents
who reported the same levels of TV viewing. 66 percent reported viewing
between one to four hours of TV per day, versus 60 percent who reported the
same levels of personal Internet usage.
Consumers are seeking consolidated, trustworthy content, recognition and
community when it comes to mobile and Internet entertainment. Armed with
PC, mobile and interactive content and tools, consumers are vying for
control of attention, content and creativity. Despite natural lags among
marketers, advertising revenues will follow consumers' habits.
To effectively respond to this power shift, IBM sees advertising agencies
going beyond traditional creative roles to become brokers of consumer
insights; cable companies evolving to home media portals; and broadcasters
and publishers racing toward new media formats. Marketers in turn are being
forced to experiment and make advertising more compelling, or risk being
ignored.
"Consumers are demonstrating their desire for both wired and wireless
access to content: an average of 81 percent of consumers surveyed globally
indicated they've watched or want to watch PC video, and an average of 42
percent indicated they've watched or want to watch mobile video," said Bill
Battino, Communications Sector managing partner, IBM Global Business
Services. "Given the rising power of individuals and communities, media and
entertainment industry players will have to become much better at providing
permission-based advertising and related consumer-driven ratings services."
The steady growth of consumer adoption of digital music, video, and other
entertainment services -- though markets are still small by comparison to
traditional media -- show households are no longer "one size fits all," and
content providers and marketers must follow suit. 23 percent of respondents
reported using a portable music service (e.g., iTunes); seven percent
reported having a video content subscription for their mobile phones; 11
percent reported a PC-based music service; and 18 percent reported an
online newspaper subscription.
Saul Berman, IBM Media & Entertainment Strategy and Change practice leader,
said, "The Internet is becoming consumers' primary entertainment source.
The TV is increasingly taking a back seat to the cell phone and the
personal computer among consumers age 18 to 34. Just as the 'Kool Kids' and
'Gadgetiers'(1) have replaced traditional land-lines with mobile
communications, cable and satellite TV subscriptions risk a similar fate of
being replaced as the primary source of content access."
The IBM Institute for Business Value survey of more than 2,400 households
in the United States, United Kingdom, Germany, Japan and Australia covered
global usage and adoption of new multimedia devices and media and
entertainment consumption on PCs, mobile phones, portable media players and
more.
Television Viewing Shifts
In the largest digital video recorder market, 24 percent of U.S.
respondents reported owning a DVR in their home and watching at least 50
percent of television programming on replay. Surprisingly, 33 percent in
the U.S. reported watching more television content than before the DVR.
More than twice as many U.K. consumers surveyed use video on demand
services than own a DVR, and less than a third of U.K. consumers have
changed their overall TV consumption as a result of DVR ownership. In
Australia, despite owning a DVR, most respondents prefer live television or
replay less than 25 percent of their programming.
Online Content Trends
Consumers are increasingly contributing to online video or social
networking sites: nine percent of German and seven percent of U.S.
respondents claim to have contributed to a user-generated content site; 26
percent of U.S. respondents reported contributing to a social networking
site. While the numbers were slightly less from other countries like the UK
(20 percent) and Japan (9 percent), they are also significant. Australia
topped all countries surveyed with 36 percent contributing to social
networking sites and nine percent contributing to video content sites. Of
those who contributed content, an average of 58 percent worldwide did so
for recognition and community, not monetary gain.
Mobile Content Trends
In the UK, nearly a third of users who watch mobile TV reduced their
standard TV set viewing patterns as a result of new mobile device services.
18 percent said they reduced "normal" television by a little and another
eight percent reduced "normal" television by a lot; four percent
substituted television on their regular TV with their new device
altogether. For respondents in Germany who had watched mobile video, 23
percent prefer to view user generated content, and 21 percent prefer video
trailers or promotions.
Survey Methodology and Demographics
Conducted from mid-April through mid-June 2007 by the IBM Institute for
Business Value, the Internet survey was split 64 percent female and 36
percent male. It proportionately reached demographic groups 18 years and
over with approximately 45 percent surveyed between the ages of 18-34, 25
percent surveyed between ages of 35-44, and 30 percent surveyed age 45 and
over. The questionnaire covered 38 questions and generated 885 respondents
in the US, 559 respondents in the U.K., 338 respondents in Germany, 263
respondents in Australia and 378 respondents in Japan. Respondents reported
a range of household salary levels, though the vast majority was under US
$100,000.
This consumer study is a component of the upcoming report "The end of
advertising as we know it," co-authored by Saul Berman and Bill Battino,
planned for the fall. It is the latest in a series of thought leadership
papers including: "The end of television as we know it," "Navigating the
media divide: Innovating and enabling new business models" and "Beyond
access: Raising the value of information in a cluttered market," providing
recommendations for broadcasters, advertising agencies and media
distributors including telecommunication and cable companies.
As part of its ongoing consumer research efforts, IBM is making the full
survey results available for free download at: www.ibm.com/media/adsurvey07
The IBM Institute for Business Value provides strategic insights and
recommendations that address critical business challenges to help clients
capitalize on new opportunities. The Institute is comprised of consultants
around the world who conduct research and analysis in 17 industries and
across five functional disciplines, including human capital management,
financial management, corporate strategy, supply chain management and
customer relationship management. IBM has a strong global focus on the
media and entertainment industry across all of its services and products,
serving all the major industry segments -- entertainment, publishing,
information providers, media networks and advertising. For more information
on IBM, please visit: www.ibm.com
Editors Note: IBM also stopped young people from all over the world on the
streets of New York to ask whether they prefer spending their free time
online or watching TV. IBM's informal street sample found surprisingly
similar results to the official survey. Video of the interviews is
available at:
www.youtube.com/watch?v=TSx2llVmD-8. Broadcast-quality video is available
for download by journalists at www.thenewsmarket.com/ibm.
(1) In a previous IBM study, The end of television as we know it, IBM
defined Gadgetiers as a video market segment that is drawn to the latest
devices and are interested in participating and controlling the time and
place of their media experiences; and Kool Kids, a segment that also
prefers interactive and mobile media experiences and relies heavily on
content sharing and social interaction.