Online Behavior
Second-Screeners' Attitudes Toward Synchronized & Asynchronous Content, January 2013 [TABLE]
Only 4 in 10 respondents reported trying synchronized program content to watch with live TV, and few found that it significantly enhanced their experience.
Read MoreRole Of Consumer Mobile Apps In The Purchase Cycle, October 2013 [CHART]
The highest percentage of execs—31%—said the role of a mobile app during the purchase cycle was to retain customers.
Read MoreCurrent & Future Mobile App Marketing Functions, October 2013 [CHART]
The most common use of mobile apps was to communicate with customers, named by 83% of respondents.
Read MoreOnline Video Ad Views, December 2011 – December 2013 [CHART]
Americans watched almost 52.4 billion online videos from desktops and notebooks in December 2013, surpassing the 50 billion mark for the first time on record.
Read MoreMobile App Use Growth By Category, 2013 [CHART]
Mobile application use grew by 115% year-over-year in 2013,
Read MoreOnline Shoppers & Emails Featuring Relevant Product Recommendations, January 2014 [TABLE]
Online shoppers who have opted in to receive promotional emails from retailers not only welcome relevant product recommendations in the messaging they receive, but would also be prepared to share personal preferences in order to receive those personalized recommendations.
Read MoreGlobal Email Open Share By Access Type, December 2013 [CHART]
More than half of email opens worldwide took place on mobile devices this past holiday season.
Read MoreInterest In Mobile Apps, January 2014 [CHART]
A sizable proportion of consumers from 6 major markets around the world are planning to buy smartphones (52%) and tablets (40%) over the next year.
Read MoreAverage Daily Time Spent Playing Mobile Games By Gender, October 2013 [TABLE]
More than three-quarters of time US internet users spent with such content was on mobile, with desktop claiming just 22%.
Read MoreReasons US Smart Phone Owners Play Mobile Games By Gender, October 2013 [VIDEO]
Half of US smart phone owners cited stress relief as their reason for playing smart phone games, the No. 1 response.
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