As The Wall Street Journal reported last year, streaming services such as Netflix and a rise in original TV programming have impacted the once-lucrative syndication market. After taking major losses on network hits, cable executives now have to scrutinise the value of rerunning a successful show before investing. Viacom has built an accessible, visually appealing app that uses statistical and machine-learning techniques, such as clustering, predictive modeling, and collaborative filtering, to help the media industry make quick decisions that will benefit brands and their audiences. By "gamifying" data, we have made the app user friendly for acquisition experts, marketers, content strategists, and others outside of STEM fields who have shied away from quantitative analyses in the past.
While digital media spend continues to grow exponentially, particularly in video and mobile platforms, creative is generally an after-thought when marketers are planning a digital campaign. While the ad industry provides a range of creative options, there remains a lack of clarity on which digital ads actually engage consumers across platforms. AOL is in the business of creating content consumers want to read. To ensure readers return, it benefits us to have engaging ad units. However, the current digital ad experience is frustrating for many consumers; 71% feel like they keep seeing the same ad over and over again. This presentation will provide clear direction to marketers on how to create compelling digital creative that engages consumers and benefits publishers and marketers.
The flood of photos on social media is overwhelming. Every single day, Facebook users upload an average of 351 million images. These snapshots not only provide insights into the users' lives, but also reflects their attitudes and experiences with brands. This rich knowledge source has been inaccessible to market research to date, since existing social media tools consider only text.In this paper, we demonstrate the meaning of brand-related social media photos for marketing, present a system which is able to recognise pictorial content and to derive key figures for awareness, popularity and usage of brands, and prove within a case study that the system's output is in line with the results from social media text mining and surveys.
We're living in an age of personalisation. Each individual has the ability to create and consume his or her own content. Media fragmentation shouldn't be a barrier for brands, it represent an opportunity to connect with consumers in their own environment and rules. By combining quantitative information of a multicounty study done in 50 countries plus insights from a qualitative research that allowed people to show, using wearable cameras, how they interact with brands in the digital and mobile media we can highlight what people expect from brands and why.
Are wearable devices like Google Glass viable alternatives to mobile handsets for market research? Our emphasis is on image capture for diary and journal studies where handsets deliver a point-of-experience advantage over other methodologies, but where the convenience of quick eye or wrist-level photography could provide additional benefits. It may be easier to capture images and they may be more representative of the experience â but might the quality and volume lead to difficulties with codification? Weâll assess the respondent experience, the types of image captured and how image recognition techniques we use for mobile image data could be applied. Weâll also report on the technology, covering usability, reliability and an initial view on integration to the data collection process.
We will describe the case of the cookie brand Toddy, which managed to transform a problem (product scarcity/complex production context) into an opportunity to position the brand and connect with its target market. The marketing team took advantage of the digital medium as a strategic tool to listen to Latin American adolescents, find out more about them and take action based on these insights. Learn how you can do the same.
Wikipedia, the biggest (online) encyclopedia the world has ever seen, has an enormous impact on how information and knowledge is being codified, presented, and consumed today. Thus, it is essential to observe the social actors behind the project. Questions that need to be asked are: Who are the Wikipedians, the thousands and thousands of volunteers that write and edit and rewrite the millions of Wikipedia articles? What motivates them to undergo this laborious but un prestigious task? Quantitative surveys do not bring answers to these questions. However, ethnography seems to be an appropriate research method for exploring the lifestyles, daily routines, and beliefs of those diligent editors.
This paper envisions the future of insight and sees the walls between quantitative and qualitative research brought down thanks to new digital technologies. A project case study that catalysed decision-making and pushed new strategies within the world's largest record company, Universal Music is explored. The authors describe the project's context, methodologies and factors leading to success, discuss how it fuses quantitative and qualitative approaches and techniques, describe the steps taken to boost engagement with the consumer and the company, and indicate its strengths as an insight model for other companies working in fast-changing creative industries.
The 'long tail' of digital media creates new challenges, not only for audience measurement but also for the design of media research databases, analytical systems and reach/frequency models. Current reach/frequency and optimization models generally work from the 'bottom up' as individual media units are selected and combined one at a time. This paper describes a 'top down' solution for Out-of-home and its broader implications for increasingly fragmented media, notably digital and on-line, whose currencies are produced by the integration of diverse data sets.
This paper is based on a study led by Dr. Barbie Clarke, Family Kids and Youth, with the support of Andrew Harrison, CEO, The Carphone Warehouse, and Marc Goodchild, Head of Interactive and On-Demand, BBC Children's. The authors will present the main findings, illustrating the ways in which children are using digital technology, in particular how it is used to communicate emotionally. They will outline steps that organisations might take to meet the needs of their young audiences (while ensuring their safety and protection). Included are implications for researchers and opportunities for future research.
Privacy and data protection are assessed from a historical perspective through to the present in this paper. The authors address observable trends, developments and novel platforms that starkly present the opportunities and challenges we encounter in this area and introduce directional insight into consumer expectations about data collection and behavior of digital platforms. The somewhat competing interests of reliability or accuracy versus privacy are introduced and the paper concludes with a look into cross-sector partnerships which are intended to facilitate data sharing but which strain the distinct obligations that separate industries may impose.