YouTube Usage and Purchase Consideration: Research Data
Reference figures from GP Inc.’s survey of 7,704 respondents on YouTube usage, attention to advertising, contextual relevance and purchase consideration.
Read moreFirst-party data, benchmarks and quarterly trend reports from FreakOut campaigns in Asia.
Reference figures from GP Inc.’s survey of 7,704 respondents on YouTube usage, attention to advertising, contextual relevance and purchase consideration.
Read moreTracking every local-language World Cup video that trended on YouTube across five Asian markets. Buying the Sports category would have missed 39% to 72% of it.
Read moreAmong viewers who disliked or felt neutral about YouTube advertising, favourable impressions rose roughly 2.7 times when the ad was relevant to the video around it.
Read moreA campaign can report a 40-50% view rate while only 3% of multitasking viewers actually watch the ad. Survey research across 7,704 respondents on why the two numbers diverge.
Read moreA quarter of people consult YouTube while deciding what to buy, and it leads all online media for games, daily necessities and cosmetics. Why last-click reporting misses it.
Read moreMusic reaches more YouTube viewers than any other category and holds the least attention. What the category data says about the trade-off between reach and being looked at.
Read moreA Comparative Study of Rich Media vs. Banner Ads – Insights from FreakOut, Nielsen, and Hyundai Banner Ads The Year is 1994. The first banner ad appears on hotwired.com, changing marketing forever, and paving the way for digital advertising. Banner ads are standard, rectangular display ads that span across the top, bottom, or sides or […]
Read moreA study with Hyundai, conducted by Nielsen among 322 respondents, comparing how users experience native, widget and banner advertising.
Read moreJapan is the third largest game market in the world, after China and the United States. In particular, the online gaming application market is worth 1.3164 trillion Japanese yen (≒12 billion USD) in 2020, an increase of 8.4% over the previous year, and accounts for 2/3 of the whole game market in Japan. In recent […]
Read moreIn our previous article, we introduced 7 issues that publishers need to address in order to promote their digital strategies. One of the issues is monetizing digital media, which is an urgent issue for publishers to take up. As more and more publishers focus on their digital strategies, their revenue streams need to change and […]
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