Insights from McKinsey s Global iconsumer Research. The Young and the Digital: A Glimpse into Future Market Evolution



Similar documents
McKinsey iconsumer The digital youth: A glimpse into future market evolution

The World Gone Digital. Insights from McKinsey s Global iconsumer Research

AUSTRALIAN MULTI-SCREEN REPORT QUARTER

CONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS

News in a Mobile World

The rise of the digital multi-tasker. Executive Summary. KPMG s Digital Debate. January kpmg.com/digitaldebate

BrightRoll Insights: Mobile Video Advertising Strengthens TV Media Investments

Adobe Digital Publishing Suite, Analytics Service

How are your business programs adapting admissions content to meet today s mobile demands?

CONSUMERLAB. Internet goes mobile. A study of ICT usage trends in urban Maghreb

Reality. Myth. OTT is highly cannibalistic of traditional TV. Only somewhat. OTT TV Myth #3: OTT Is Highly Cannibalistic of Traditional TV

STATE OF THE MEDIA: CONSUMER USAGE REPORT

The Australian ONLINE CONSUMER LANDSCAPE

Thailand Tomorrow Tech Trends 2015 What is the catch?

THE AUSTRALIAN ONLINE LANDSCAPE REVIEW JULY 2014

Gaming Expands Its Presence in the Digital Universe Insights from McKinsey s Global iconsumer Research

Article title here 2nd line if needed

Mobile Marketing: Key Trends

The Tablet Evolution 2013

CONSUMERLAB CONNECTED LIFESTYLES. An analysis of evolving consumer needs

MILLENNIAL TECH EVOLUTION

GfK 2016 Tech Trends 2016

Media Trends: Q4 Report

Google TV - Searching for Success. a Parks Associates white paper June 2010

Mobile Web Watch Mobile Internet spawning new growth opportunities in the convergence era

The digital future for entertainment and media.

Racing Toward a Complete Digital Lifestyle: Digital Consumers Crave More

What s New in Analytics: Fall 2015

Digital Democracy Survey A multi-generational view of consumer technology, media and telecom trends

Summary - Kids & Media 2015

NORTH AMERICA ERICSSON MOBILITY REPORT APPENDIX JUNE

2010 Brightcove, Inc. and TubeMogul, Inc Page 2

Global entertainment and media outlook Seizing the initiative

Consumers and the IP Transition: Communications patterns in the midst of technological change

PwC Global Media Outlook

Hispanic Americans Foreshadow the Future of Media

LMX Reports: The Tablet Computer

EUROPE ERICSSON MOBILITY REPORT

ONLINE INSIGHTS. Mobile Devices and Marketing. A Look at User Preferences and Behaviors for Advertiser Opportunities. August 2014

Monetizing the Digital Opportunity Speech. April 2014

The Quad-Play Balancing Act

DIGITAL VIDEO BENCHMARK ADOBE DIGITAL INDEX Q2 2015

portable PC smartphone stationary PC TV device traditional mobile phone tablet smart TV game console e-reader Internet Radio Newspapers Magazines

Media-savvy kids, teens want engaging stories on multiple devices

Who Needs Parental Controls?

Chromecast $ Where do I buy it? Online at Amazon.com or in stores like Best Buy, Target or Walmart.

Millennial Teens: Non-Conformist Trendsetters

CONNECTED HOMES Enabling Anytime, Anywhere Media Alan Young Manoj Barara

The Business of Children s Content 9/12/2014. Tim Westcott, Principal Analyst Anna Stuart, Analyst

Smartphone Market - Search Traffic KPIs and Application Trends

An Analysis of Twitter Users vs. Non-Users. An Insight Report Presentation Using DeepProfile Micro-Segmentation January 2014

The Infinite Dial 2013

UK Digital Market Overview March 2015 Data

How To Understand The Digital Media Usage Of 2014

New Channels Create New Growth Opportunities for Insurers. North American Insurance Distribution Survey Findings

The Impact of Tablet Visitors on Retail Websites

The State Of Mobile Apps

2014 Local Business Search Study

The Evolution of Online Travel. Angelo Rossini Euromonitor International

How To Know What Your Mom Thinks

AUSTRALIAN MULTI-SCREEN REPORT QUARTER

White Paper. RSS Crossing into the Mainstream. Joshua Grossnickle. Todd Board Brian Pickens Mike Bellmont. Yahoo! Ipsos Insight

Multi-Screen Video: A Requirement in Today s Digital World

Social Data Powering Mobile & Display. An exploration of the growing reach and capabilities of social platforms

Adults Media Use and Attitudes Report 2014

Young Digital Life. A brief look into how young people use the media. Wilberg, Erik NORWEGIAN BUSINESS SCHOOL, OSLO, NORWAY

Understanding women s habits Women s forum - October 13 to 15, 2011

2011 Special Feature Reports The Ipsos Canadian Reid Report

THE EVOLUTION OF TV. Reaching Audiences Across Screens

Mobile Games in the App World. Mobile Apps in the Game World

ef*f Children and Parents: Media Use and Attitudes Report

Mobile Devices. & Behaviour. How devices and operating systems influence the mcommerce journey. tradedoubler.com

U.S. Digital Video Benchmark Adobe Digital Index Q2 2014

INSIGHTS FROM OPERA MEDIAWORKS

One billion. Mobile Broadband subscriptions An Ericsson Consumer Insight Study on consumers connectivity needs

Table of Contents Brightcove, Inc. and TubeMogul, Inc Page 2

How To Understand The Internet In Latamandorama

Telecommunications Point of View October 2014

Consumer Cloud Demand

New Horizons Towards The Digital Turnaround

NeuLion Video Outlook for 2015

Cell Phone Trends For 2009

THREATS. Deeper consumer connections:

TABLE OF CONTENTS. Source of all statistics:

Adobe Digital Publishing Suite, Analytics Service

WHAT IS POST-PC COMPUTING?

Research Notes. Leichtman Research Group, Inc. Life Cycle Differences. 2Q 2014 Actionable Research on the Broadband, Media & Entertainment Industries

online marketing redefined

One Size Doesn t Fit All: How a Segmentation Approach Can Help Guide CE Product Strategy

What s New in Analytics: Fall 2015

Forecast of Residential Fixed Broadband and Subscription Video Requirements

The Tablet Revolution: A Report on Tablet Usage, Tablet Conversation Analysis & How Tablet Users Interact with Search Ads

You are the average of the five people you spend the most time with.' Jim Rohn on the power of influencers. CoreyQuinn.com 2

Online Video Kristen Purcell Associate Director for Research, Pew Internet Project. OCTOBER 10, 2013

Adobe 2012 Mobile Consumer Survey Results

Table of Contents. Living In A Mobile World. There s Always An App For That. The UX Challenge. The Facebook + Mobile Opportunity

The Rise of Big Data and the Internet. Judy Bahary, SVP, comscore Inc.

Published August Media Comparisons Study

TV2U INVESTOR ROADSHOW PRESENTATION

Consumer Intelligence Series:

Transcription:

Insights from McKinsey s Global iconsumer Research The Young and the Digital: A Glimpse into Future Market Evolution

iconsumer Maps Shifts in Digital Behavior Around the Globe This article is one of a series documenting the changing digital lives of consumers. Previous reports The World Gone Digital and Gaming Expands Its Presence in the Digital Universe are available on McKinsey.com. McKinsey began its exploration of consumer digital behavior in 2008. By the end of 20, we had surveyed more than 0,000 consumers across North America, Europe, India and China to understand how consumers conduct a range of activities, from core communications like e-mailing or socializing, to consumption of types of content (video, audio, games, etc.) to commerce and creative applications. iconsumer research now covers 15 countries globally. As discussed in this article and the previous reports, digital has upended how we interact, how we entertain ourselves, how we buy, and how we work. The analytics and insights from our iconsumer data can help companies identify new trends at the global, market and consumer segment levels as well as isolate consumer use, buying factors and attitudes. iconsumer has been used to identify investment themes, augment proprietary research and segmentation, improve multi-channel execution, and build value-creating customer lifecycle management capabilities.

The Young and the Digital: A Glimpse into Future Market Evolution Insights from McKinsey s Global iconsumer Research 1 Bridging the Current and Future Digital Divide How well do you understand young consumers those folks under 35? Could you describe how they communicate, with what devices, and why fairly accurately? Important questions to answer, particularly for high tech, telecom and media firms. Half-trillion dollar questions, actually, as that is McKinsey s estimate of the aggregate market that will be affected by this cohort. While many commentators note the swift uptake of all things digital by younger consumers, new insights from McKinsey s iconsumer research quantify the distinct differences in digital device usage and digital content consumption between U.S. consumers aged -34 (youths) and consumers aged 35-64, and the implications these differences raise for telecom, media and entertainment, and high tech companies. What we found is that American youths have digital lives distinct from older consumers: they don t and won t buy PCs or many laptops preferring smartphones or tablets. Landlines are a curious waste to them, as are CDs and most hard copy media newspapers, magazines, and books. Not surprisingly they are almost twice as likely to own portable digital devices as older consumers, and lead the way in adopting new services such as video chat, social media for many types of communication, and on-demand video. But it s not only their current behavior and preferences that present a challenge to many companies, or even the greatest challenge. It s what it portends for the future. Based upon current youth penetration and usage, projected cumulative revenue from youths in emerging digital streams over the next three years tops $15 billion across mobile advertising, mobile apps, on-demand digital video, and social network advertising. However, their choices in devices and content providers will affect $500 billion in annual estimated spend across PCs, mobile/landline voice, and paid TV. Brands that ushered in the digital age such as Microsoft, Sony and Yahoo! don t resonate with youths as much as Apple or Google as the digitalization of life continues. Is losing this market a foregone conclusion for more mature companies? No, but it will require some new thinking. Companies will need to invest in capabilities, services, partnerships and business models that reach and retain this critical segment. In short, take action to bridge the divide before it becomes an abyss.

2 Youth Segment Drives Current and Future Digital Consumption Early adopters may be an understatement, at least in some categories of activity. In the past five years, there has been rapid proliferation of new platforms and digital offerings and youths drove adoption of many of these devices and services. Compared to consumers aged 35-64, youths are 1.5 to 2 times more likely to own a smartphone, tablet, internet enabled gaming console, or internet video box. Similarly, youths are more than 1.5 times more likely to go online to communicate through social networks and VoIP/video chat or access entertainment such as online and OTT video. (See Figure 1). Figure 1: Youths have 1.5 2.0X penetration of connected devices and online digital activities -34 35-64 Penetration rate of device ownership Percent, 20 Penetration rate of digital activities 1 Percent, 20 Smartphone 38 63 1.7x Online video 58 85 1.5x Tablet 19 1.5x Social networks 65 86 1.3x VoIP/ video chat 23 44 1.9x Internet enabled gaming console 23 45 2.0x OTT video 2 22 41 1.8x Internet video box (e.g., AppleTV) 6 1.7x 1 Penetration rate based on users who do the activity at least once a month across any device (PC, mobile, tablet) 2 OTT (over-the-top) is defined as consumption of internet-based video on TV via connected devices SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64 Surprisingly, when further segmenting youths into the most common life stages teens (-17), college-aged (18-21) and young adults (22-34) there are minimal differences in penetration rates of devices and activities. The two exceptions are online gaming, which skews slightly towards teens, and VoIP/video chat, which is favored by more college-aged youths. The most dramatic drop-off in usage occurs after consumers age out of their youth in their mid- to

The Young and the Digital: A Glimpse into Future Market Evolution Insights from McKinsey s Global iconsumer Research 3 late-30s. The most probable explanation is that this post-youth stage of life is when many consumers have young children and career demands that combine to limit the amount of time available for device usage or quick adoption. The high level of familiarity with digital devices and channels and the consistency of digital behavior before consumers reach 35, however, suggest an opportunity and challenge to device makers and content providers alike. Companies will need to work harder to create offerings that would maintain usage by the 35-44 year old cohort, and adopt different customer management approaches for this time-starved group. EEven more compelling than adoption of devices is the higher willingness of youths to pay for digital content. We found that across the content menu (see Figure 2), youths are 1.5 to 2.3 times more likely to purchase premium content subscriptions and apps. Many use their mobile device as the predominant gateway to news, entertainment, and communication. Unlike older consumers, youths may not have existing non-digital subscriptions to magazines and newspapers, or even a landline phone or paid TV service, so they are not duplicating channels or costs by paying for digital content. The relative portability also drives consumption of digital content. The implications of this are significant for content owners who are looking to drive more revenue from subscription services. Combining subscription/transaction services of youth-oriented content optimized for digital platforms could habituate more consumers to turn to digital channels exclusively, which could extend into later life stages. Figure 2: Penetration of digital content spending by activity/product by age segment Content type Youths (-34) Other (35-64) Difference Paid subscriptions Subscription for premium video content on your PC 20% 12% 1.6x Online newspaper subscription (e.g., Wall Street Journal Online) % 5% 2.3x Digital reader newspaper subscription (e.g., New York Times on Kindle) 31% 18% 1.7x Online magazine subscription (e.g., The Economist) 12% 6% 2.0x PC2Phone (e.g., SkypeOut) 20% % 1.5x Mobile or tablet app purchases (users who spent more than $0) Purchasing a game app 31% 19% 1.6x Purchasing an app version of a magazine or newspaper 16% % 1.7x SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64

4 Mobile Devices as the Preferred Vehicle for Communication and Entertainment With the rapid proliferation of smartphones, mobile is quickly becoming the device of choice for online activities. This trend is particularly noticeable in youths who spend over three times the number of minutes on their mobile device for common online activities than those over 35+. For example, both the youth and 35+ age groups spend more time on email on their PCs than mobile phones, but as a proportion of time spent,youths spend 26 percent of total email time on their mobile versus only 12 percent for the older age group (see Figure 3). Youths preference for mobile is also evident in the time spent browsing the web and using social networks; our survey shows that even when they are near a PC or laptop they often prefer using their smartphone to access and consume content because it is more convenient and personal. Furthermore, while mobile voice has long been cannibalizing land-line phone usage, traditional telecom players are now seeing the next wave of increased competition from VoIP/video chat (e.g., Skype, Facetime). Especially in youths, minutes devoted to VOIP/video chat are starting to reach that of mobile phones and have overtaken landlines, whereas older demographics are still heavily reliant on traditional methods of communication (see Figure 4).

The Young and the Digital: A Glimpse into Future Market Evolution Insights from McKinsey s Global iconsumer Research 5 Figure 3: Youths -34 spend over 3x the time on their mobile than those 35-64; in addition, youths spend a greater proportion of each activity s time on mobile than on PC MOU on mobile activities Indexed minutes of use per day Percent of each activity s time spent on mobile vs. PC Percent 0 Browsing 28 Social network 19 31 Social Network 26 3.0x Music Browsing 15 23 28 30 Music Games Email Video 18 8 8 Aged -34 2 33 6 5 5 5 Age 35-64 Games Email Video 12 16 27 26 SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64 Figure 4: Older audiences rely more on traditional talk and landline while younger ones employ video chat over landline Voice activities usage by age Percent total MOU by platform, 20 Mobile Talk 60 60 63 68 64 57 53 6 VOIP/ Video chat Landline 21 22 18 18 27 17 15 12 24 30 41 to 14 15 to 17 18 to 24 25 to 34 35 to 44 45 to 54 55 to 64 1 Voice media usage as defined as average minutes of use for mobile talk, Voip/Video chat, and landline usage SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64

6 Social Networking as Communication Central With the continued demand for real-time communication with and among multiple people, social networks, particularly Facebook, are emerging as a core online activity. For youths, social networks have displaced email (by proportion of online minutes of use per day) on both PCs and mobile phones (see Figure 5). Of those who own smartphones, 75 percent of youths use mobile social networks at least once a month vs. 48 percent of older smartphone owners. Social networks also are becoming information and entertainment portals as many youth consumers see them as the most convenient way to share videos, photos, and other content among friends and family. As a result, marketers should be adapting their digital strategies to incorporate social networks as an increasingly important communication channel to drive word-of-mouth marketing. Figure 5: Youths focus on social networking, while older audiences spend significantly more time on email PC activities usage by age Percent total MOU by platform, 20 Mobile activities usage by age Percent total MOU by platform, 20 Email Video Browsing Music Social 7 8 7 12 16 24 20 20 18 16 14 21 22 30 34 35 36 23 22 20 16 14 9 30 27 25 23 20 18 33 36 8 Browsing Email Video Social Music 6 7 12 14 31 38 37 34 12 9 14 12 19 27 9 43 36 32 30 26 26 25 23 14 33 7 27 19 to 15 to 18 to 25 to 35 to 45 to 55 to 14 17 24 34 44 54 64 to 15 to 14 17 18 to 24 25 to 35 to 45 to 55 to 34 44 54 64 SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64

The Young and the Digital: A Glimpse into Future Market Evolution Insights from McKinsey s Global iconsumer Research 7 On-Demand Video has Growing Following As digital platforms multiply, consumer video-viewing habits have changed as well. Overall TV viewing time has increased slightly across all age groups, but youths are displacing regular (linear) TV with more on-demand internet-enabled video. Over-the-top (OTT) has traction with 41 percent of youths, who watch OTT video at least once a month versus only 22 percent of consumers aged 35-64. This could, in part, be driven by the proliferation of internet-enabled gaming consoles owned (or at least controlled by) youths as many are already integrated with leading OTT video service providers (e.g., Netflix). Roughly a third of all OTT viewing today is via gaming consoles, which skew heavily towards youths (41 percent of youths, who watch OTT video at least once a month versus only 22 percent of consumers aged 35-64. ) (Figure 6). Across non-tv devices (PC, mobile, tablet), youths online video adoption rate is 46 percent higher, and time spent viewing is nearly 2 times that of older consumers. This demand for anytime, anywhere video is driving opportunities for new areas of competition and innovation across multiple platforms for both traditional and emerging video players. Advertisers must refine marketing plans so that they reflect this new video-viewing behavior and get creative about targeting youths who are time-shifting and consuming video on-demand across devices. Figure 6: Older audiences are watching more live TV and younger ones are watching OTT Regular TV 65 60 55 54 61 73 78 PPV/VOD DVR OTT Audio 12 2 4 12 19 18 14 3 3 17 3 8 4 2 6 12 2 2 to 14 15 to 17 18 to 24 25 to 34 35 to 44 45 to 54 55 to 64 SOURCE: 20 McKinsey survey of ~20,000 US internet users, aged -64

8

The Young and the Digital: A Glimpse into Future Market Evolution Insights from McKinsey s Global iconsumer Research 9 Youth Brand Affiliation and Online Preferences are Also Distinctive In addition to the differences in digital behavior between youths and older consumers, it is also clear that some brands and platforms hold particular appeal for younger consumers. Given youths reliance on mobile devices, as well as their general interests and digital behavior, it is no surprise to find Facebook, VEVO, Apple and Viacom Digital among the top online properties for youths,. The challenge for companies seeking to serve more of the youth market themselves is learning from these sites, and finding how to leverage or affiliate with them (or adopt their attributes) to generate more interest from youths. Companies may need to rethink their creative ad content and placement, for example, and experiment with combinations of content and ads to determine what actually drives higher penetration in the youth segment. Youths are the leading indicators of future digital demand. Devices such as smartphones and tablets, and online offerings in social networks, online and OTT video, and VOIP/video chat are but a few examples of emerging changes in the digital revolution. The current youth generation will grow into an older generation of relatively tech-savvy adults compared to the current group of 35+, but youths as an age group will likely continue to drive adoption of the latest devices, content, and digital services yet to come. *** The $500 billion future that young consumers will drive has actually begun, although their current impact is unevenly distributed. But we re confident that more and more youths preferences will shape the digital world as they gravitate to and integrate certain brands, platforms, and activities into all facets of their work and personal lives. Companies that don t win youths attention now may be in danger of creating the next VHS of the digital age a business that will wither as this influential cohort declines to engage with it. McKinsey s iconsumer research can provide companies with deeper insight into the critical youth segment and help companies become more relevant to it by: 1. Ensuring that they are active in and optimizing the right platforms to reach youths, be it mobile, tablets, social media, streaming on-demand video or all of these 2. Helping them affiliate with or become one of brands youths care about by refining services and products, and marketing, to appeal to the segment 3. Adopting a business model that reflects youths digital behavior, this may mean rebalancing ad versus subscription-based revenue models, or making greater use of mobile apps to support products and services. Many brands and content providers have already taken steps to become or remain relevant to youths, but some have not and will pay the price, either in terms of lost share or missed opportunities. Vigilance is critical, allowing companies to adjust their approaches as quickly as youths change their digital behavior.

For more information on McKinsey s iconsumer research, please contact: Bertil_Chappuis@McKinsey.com Ewan_Duncan@McKinsey.com Naomi_Neruda@McKinsey.com January 2012 Designed by Downey Drouin Copyright McKinsey & Company www.mckinsey.com/section/function