ComScore State of Digital
ComScore State of Digital
August 8, 2017
For info about the proprietary technology used in comScore products, refer to http://comscore.com/About_comScore/Patents
Topics
Digital Media
Social & Video Platforms
TV & OTT
Advertising
Digital Commerce
Key Takeaways
Q&A
Tablet
9%
Desktop
34%
Smartphone
57%
Source: comScore Media Metrix Multi-Platform and Mobile Metrix, U.S., June 2017 © comScore, Inc. Proprietary. 4
Apps dominate usage time on smartphones, accounting for an astounding 7 out
of every 8 online minutes
Share of Smartphone Time
Mobile Web
12%
App
88%
Source: comScore Media Metrix Multi-Platform & Mobile Metrix, U.S., Jun 2017 © comScore, Inc. Proprietary. 5
Smartphone users access an average of 27 apps per month but spend almost half
their time on their #1 most used app and 9 out of 10 minutes within their Top 5
49%
Share of Time Spent on Smartphone Apps Across Rank
Share of Time Spent on Apps
18%
10%
6%
4% 3% 4%
2% 2% 1% 1%
1 2 3 4 5 6 7 8 9 10 11+
Individuals’ Top Ranked App by Usage
Source: comScore Custom Analytics, U.S., Age 18+, June 2017 © comScore, Inc. Proprietary. 6
Google, Facebook, and Yahoo remain the top digital media properties
and the only ones with 200+ Million monthly visitors
241M
204M
186M
184M
180M
155M
155M
148M
Apple Sites 141M
131M
Desktop Only Multi-Platform Mobile Only
Source: comScore Media Metrix Multi-Platform, U.S., June 2017 © comScore, Inc. Proprietary. 7
Facebook and Google own 8 of the 10 top mobile apps,
while Snapchat is the top app not owned by either company
Facebook 146,714
YouTube 129,117
Instagram 90,571
Snapchat 89,786
1 1 1 1
2 2 2 2 Google Search
6 Google Search 6 6 6
7 Google Maps 7 Google Search 7 7 Apple News
8 8 8 Gmail 8 Gmail
Source: comScore Mobile Metrix, U.S., Age 18+, June 2017 © comScore, Inc. Proprietary. 9
Many of the fastest growing apps are services that improve existing
real-world behaviors, such as hailing cabs and paying cash to friends
25 % Change vs. June 2015
20 Uber +99%
Wish +171%
15
Letgo +1,224%
10
Bitmoji +2,078%
Unique Visitors (MM)
OfferUp +166%
5
Lyft +282%
Venmo +441%
0
Jun-15 Sep-15 Dec-15 Mar-16 Jun-16 Sep-16 Dec-16 Mar-17 Jun-17
Source: comScore Mobile Metrix, U.S., Age 18+, June 2015 – June 2017 © comScore, Inc. Proprietary. 10
Social & Video Platforms
Sports 1%
Lifestyles 2%
Photos 2%
Instant Messengers 3%
Search / Navigation 3% 15% Multimedia
E-mail 3%
News / Information 4%
Directories / Resources 4%
Source: comScore Media Metrix Multi-Platform, U.S., Total Audience, June 2017 © comScore, Inc. Proprietary. 12
While Facebook’s users mirror the internet as a whole,
Snapchat, Instagram, and Tumblr have a younger audience profile
Age Demographic Composition % of Major Social Networks
100%
6% 7% 7% 6% 4% 6%
10% 7%
90% Age 65+
15% 13% 12%
20% 17% 16%
80% 17% 19%
16% 12% Age 55-64
70% 16%
18% 18%
17% 17% 16%
60% 15% Age 45-54
18%
19%
50%
17% 19% 20%
18% 21%
40% 23% Age 35-44
24%
30% 24%
22% 23% Age 25-34
20% 22% 23%
20%
27%
10% 24% Age 18-24
14% 18% 17% 15%
13% 12%
0%
Source: comScore Media Metrix Multi-Platform, U.S., Age 18+, June 2017 © comScore, Inc. Proprietary. 13
Snapchat has rapidly gained adoption among Millennials
and now attracts most 18-24 year-olds and nearly half of 25-34 year-olds
58%
53%
49%
41%
27%
20%
Source: comScore Mobile Metrix, U.S., Age 18+, June 2014 – June 2017 © comScore, Inc. Proprietary. 14
YouTube has also seen much success with mobile video, with over 7 out of 10
minutes of viewing now happening on smartphones & tablets
Share of Time Spent by Digital Platform
Desktop
27%
Mobile
73%
Source: comScore Video Metrix Multi-Platform, U.S., June 2017 © comScore, Inc. Proprietary. 15
TV & OTT
* Time spent on desktop and mobile accounts for all content consumption on these devices (i.e. websites and apps),
not just digital video.
© comScore, Inc. Proprietary. 17
The modern living room features a multitude of connected devices,
including significant innovation and adoption in the OTT and IoT landscape
90%
Media Device Penetration Among U.S. Wi-Fi Households
89%
63%
41%
31% 29%
8% 8%
4%
1%
Smartphone Computer Tablet Streaming Smart TV Gaming Smart Wearables Home Audio
Box/Stick Console Speakers Energy Systems
Source: comScore Connected Home, U.S., June 2017 © comScore, Inc. Proprietary. 18
Over 1/3rd of the OTT audience is ‘cordless’ and doesn’t subscribe to
pay-TV, with half of those being ‘streaming only’ households
Over-the-Top (OTT) Households by TV Service Type
33% 17%
Streaming +
Cordless Antenna
Cable
45%
57%
of WiFi Households use
16%
OTT Devices
Satellite
23%
54
52
51 51
49 49 48
46
44
Total Households (MM)
Source: comScore OTT Intelligence, U.S., October 2016 – June 2017 © comScore, Inc. Proprietary. 20
Roku is the most popular box or stick for streaming video,
but Amazon (especially), Google and Apple remain key players in this market
17%
16%
8%
6%
Other
20%
43%
7%
11%
20%
88%
is the Most Popular
Skinny Bundle in over
2M Homes
of Skinny Bundle
Homes Use a
Streaming Stick/Box
26 27
18
11
Amazon Video YouTube Hulu Netflix Sling Playstation Vue DirecTV Now
Source: comScore OTT Intelligence, U.S., April - June 2017 average © comScore, Inc. Proprietary. 24
Advertising
* Display-related formats include: Banners (Banners, Rich Media, and Sponsorship) and Video
** Other includes: Classifieds, Lead Generation, Audio, and Unspecified Other
Source: IAB Internet Advertising Revenue Report, Full Year 2016, IAB & PricewaterhouseCoopers © comScore, Inc. Proprietary.
Marc Pritchard | Procter & Gamble | Chief Brand Officer
Non-Viewable
90%
38%
Invalid
Traffic
6% (IVT) of invalid ad traffic is
Sophisticated IVT
Viewable
56%
Source: comScore vCE Benchmarks, U.S., May-July 2017 © comScore, Inc. Proprietary. 29
Invalid traffic levels have been stable for display ads, but
the problem is growing for higher-CPM video ads
U.S. Desktop Invalid Traffic Comparison: Display vs. Video Norms
Display Video
10.2%
9.3%
8.5% 8.5%
Percentage Point Lift in Brand Metrics for Desktop and Mobile Ads
Desktop Mobile
Favorability 2.2x
1.3 desktop
2.9
Source: comScore BSL and BSL Mobile Benchmarks, U.S., 2014 - 2016 © comScore, Inc. Proprietary. 31
Digital Commerce
Source: comScore e-Commerce / m-Commerce & U.S. Department of Commerce (DOC) for Retail
*Note: e-Commerce share is shown as a percent of DOC’s Total Retail Sales excluding Food Service & Drinking,
© comScore, Inc. Proprietary. 33
Food & Bev. Stores, Motor Vehicles & Parts, Gasoline Stations and Health & Personal Care Stores.
Retail Digital Commerce (Desktop + Mobile) reached $103.1 billion in Q2 2017,
remaining over the $1 Billion threshold
Desktop + Mobile Retail Commerce Dollar Sales $109.3
$103.1
$100.1
$92.5 $22.7
$87.2 $23.2
Desktop $82.8 $83.5 $84.3 $22.3
$15.6
Mobile $71.4 $10.7 $72.2 $70.9 $69.7 $17.3
$15.6 $16.9
$64.0 $8.3 $63.4 $61.6 $60.6 $11.1 $11.1
$11.4
$7.2 $56.1 $54.5 $54.3 $7.3 $6.8
$48.8 $47.0 $45.4 $6.7
$5.9 $4.7
$5.8
$4.5 $3.8 $4.6 $86.6
$76.9 $77.8 $79.9
$72.1 $67.9 $69.9 $67.4
Billions ($)
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2
2012 2012 2012 2012 2013 2013 2013 2013 2014 2014 2014 2014 2015 2015 2015 2015 2016 2016 2016 2016 2017 2017
+21% +17% +17% +17% +15% +16% +14% +12% +13% +13% +14% +16% +14% +15% +15% +12% +16% +23% +21% +18% +20% +18%
Y/Y % Change
Source: comScore e-Commerce & m-Commerce Measurement © comScore, Inc. Proprietary. 34
m-Commerce has attained a much more meaningful share of Total Digital Commerce
dollars, with its Q2 2017 share reaching 22%
22% 22%
m-Commerce Share of
Total Digital Commerce Dollars 21%
20% 20%
19%
17%
16%
15% 16%
13%
11% 12% 11%
11% 11%
11% 11%
10%
9%
9% 9% 9%
8%
7%
6%
4%
2%
2%
Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2
2010 2010 2010 2011 2011 2011 2011 2012 2012 2012 2012 2013 2013 2013 2013 2014 2014 2014 2014 2015 2015 2015 2015 2016 2016 2016 2016 2017 2017
1 The Maturation of
Mobile 2 A Cross-Platform
Ecosystem Emerges 3 Advertising Gets Back
to the Basics
• While mobile now dominates • Digital media has gone cross- • Trust in digital advertising
digital media usage, platform, as consumers has been shaken as a result of
consumption is beginning to access content via more fraud and brand safety
stabilize and the days of huge devices than ever before and problems, increasing the
growth are over. desktop and mobile media importance of third party
usage are converging with measurement.
• Consumer usage trends always traditional TV and OTT.
shift faster than dollars, but now • Ad measurement is finally
is the time for economics to • The cross-platform era will be getting back to basics with a
catch-up with behavior by defined by a media-agnostic return to the metrics that matter,
better measurement, improved view of the consumer and but they are also getting more
industry standards and less comparable metrics to advanced, with the ability to go
friction in running mobile ad facilitate efficient media deeper on audience descriptors
campaigns. planning, buying and selling. and tying to behavioral
outcomes.
Irena Simakova
VP of Investment Research, comScore Inc.
isimakova@comScore.com
703-438-2356
For info about the proprietary technology used in comScore products, refer to http://comscore.com/About_comScore/Patents