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Market Research Report

Streaming Media Device Usage: Beyond Sales Receipts

Published by Parks Associates Product code 347819
Published Content info 50 Slides
Delivery time: 1-2 business days
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Streaming Media Device Usage: Beyond Sales Receipts
Published: July 31, 2016 Content info: 50 Slides
Description

SYNOPSIS

This 360 View Update analyzes ownership and usage of Internet-connected entertainment devices, including gaming consoles, smart TVs, streaming media players, Blu-ray players, and DVRs. The research analyzes activities, media consumption, and spending among connected CE owners to determine best strategies to monetize these devices beyond hardware sales. It also calculates revenue generated per hour on each type of connected CE device.

Use of Gamming Consoles
Among U.S. Broadband Households
Owning a Gaming Console

                     © Parks Associates.

ANALYST INSIGHT

“Increasing revenue and profits through streaming requires a different mindset than traditional hardware profits. Usage is a critical metric, and the user experience, which includes product design, form factor, user interface, and available content and services, is critical to increasing usage.” - Brett Sappington, Senior Research Director, Parks Associates.

Table of Contents

Table of Contents

About the Research

Previous Research

Industry Insight

Key Findings

Recommendations

Connected CE Device Adoption & Use

  • % of U.S. BB HHs with Internet-connected In-Home Entertainment Devices* (2010 - 2016)
  • Home Entertainment Devices Ownership (2010 - 2016)
  • Home Entertainment Devices Purchased Within the Last 12 Months (2008 - 2016)
  • % of U.S. BB HHs Connecting In-Home Entertainment Devices to Internet (2010 - 2016)
  • Most-Commonly Used Connected In-Home Entertainment Platform (2014 - 2016)
  • Most-Used Connected In-Home Entertainment Device* (Q1/16)
  • Most Frequently Used Streaming Media Player (Q1/16)
  • Most-Used Connected Brand of In-Home Entertainment Device (Q1/16)
  • Use of Gaming Consoles (Q1/16)
  • Most Frequently Used Gaming Console (Q1/16)

Content Consumption & Revenues

  • % Engaging in Activity by Most Used In-Home Entertainment Device (Q1/16)
  • % Engaging in Activity by Most Used In-Home Entertainment Device Brand (Q1/16)
  • Average Weekly Number of Hours Spent on Activities by Most Used In-Home Entertainment Device (Q1/16)
  • Average Weekly Number of Hours Spent on Activities by Most-Commonly Used In-Home Entertainment Device (Q1/16)
  • % Engaging in Specified Activities on Most-Commonly Used In-Home Entertainment Device (Q1/16)
  • Average Weekly Number of Hours Spent on Activities by Most Used In-Home Entertainment Device Brand (Q1/16)
  • Average Monthly Expenditure on Media by Most Used In-Home Entertainment Devices (Q1/16)
  • Estimated Monthly Streaming Revenue by Device Category
  • Monthly Expenditure on Media Activities (Q1/16)
  • Average Monthly Expenditure on Media by Most Used In-Home Entertainment Device Brand (Q1/16)
  • Average Monthly Expenditure on Media by Most Used In-Home Entertainment Devices (Q1/16)
  • Weekly Number of Hours Playing Games on Specified Devices (Q1/16)
  • Revenue Generated per Hour of Usage
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