GWI关于娱乐业最新趋势的旗舰报告(英)
GWI’s flagship report on the latest trends in entertainmentEntertainmentIn this reportClick the dots to navigateAll figures in this report are drawn from GWI’s online research among internet users aged 16-64. Our figures are rep-resentative of the online populations of each market, not its total population. Note that in many markets in Latin America, the Middle-East and Africa, and the Asia-Pacific region, low internet penetration rates can mean online pop-ulations are more young, urban, affluent and educated than the total population. Each year, GWI interviews over 700,000 internet users aged 16-64 via an online questionnaire for our Core dataset. A proportion of respondents complete a shorter version of this survey via mobile, hence the sample sizes presented in the charts throughout this report may differ as some will include all respondents and others will include only respondents who completed GWI’s Core survey via PC/ laptop/tablet. When reading this report, please note that we focus on data from our ongoing global quarterly research, but also refer to our monthly Zeitgeist studies across 9 markets.Throughout this report, we refer to indexes. Indexes are used to compare any given group against the average (1.00), which unless otherwise stated refers to the global average. For exam-ple, an index of “1.20” means that a given group is 20% above the global average, and an index of “0.80” means that an audience Click the dots is 20% below the global average.Methodology & definitions 4IntroductionDiscover our dataKey insightsTV trends to watchAre consumers cutting the cord because of online TV? What’s next for streaming platforms?Video viewsWhich social platforms do consumers turn to most for their entertainment fix? What types of video content are they craving?Audio insightsIs music streaming still popular? What kind of music appeals most to consumers? How to use podcasts as a marketing tool?Gaming findingsHow has the gaming audience diversified? What role do video streaming services and social platforms play in the gaming experience? What’s the deal with gaming and the metaverse? Esports answersWho are esports followers? What matters to this audience? How do they feel about sponsorship in esports, and what should companies keep in mind? AppendixNotes on methodology04050709293757677779Each chart from our ongo-ing global research in this report contains a hyper-link that will bring you straight to the relevant question on our Platform, where you can investigate all data by demographics, over time, and among your own audiences.Discover the data on our platformSneak preview of our new platformInformation about the source and base SourceBaseEach of the graphs is numbered More information can be found in the Appendix section at the end of this reportJust click this iconto explore the dataon the platform 6KeyinsightsStreaming platforms reach peak subscriptionAlthough movie streaming was a clear winner of the pandemic, it’s now strug-gling to sus
GWI关于娱乐业最新趋势的旗舰报告(英),点击即可下载。报告格式为PDF,大小13.82M,页数43页,欢迎下载。