Multiscreen Video Viewing Habits Are Changing

With the rise in streaming services from Netflix, HBO and other channels, coupled with the sheer convenience of being able to watch from almost anywhere using a mobile device or tablet, it’s no wonder that multiscreen video viewing is becoming more common.

A new report from Millward Brown, (via eMarketer) indicates that video habits are moving. Even though a majority of consumers still enjoy watching shows on a TV, there’s a noticeable shift to the mobile side.

Chart 1022

The chart shows that, based on daily time spent viewing video across different devices, live TV still has a total of 32% overall, with about 66 minutes of daily viewing. Smartphone viewing takes a close second, coming in with 45 minutes spent and 22% overall. On-demand TV isn’t far behind, ranging around 37 minutes with 18%, which is also tied with time spent watching video on a computer. Finally, tablets also have a notch in the market, coming in with 20 minutes and 10%.

The biggest group that continues to watch TV, according to the report, is 33 to 45 year olds. However, smartphones have a much younger demographic, ranging in the 16 to 24 year old group. They consider this their core video platform, but also spend a good amount of time watching live and on-demand programs, particularly on laptops.

The report also shows that 52% of mobile users spend their daily Internet and video viewing time on mobile phones. That’s a stark difference compared to the 21% that watches on computers, and 27% on television.

Digital advertising also played a part in the report, with 19 percent of users indicating they’re fine with digital video ads, which is an expected part of the experience, especially on Hulu. Meanwhile, over a third of mobile users worldwide stated that they would watch more digital video ads if they had some form of humorous hook to them, or if it were a brand that they already have interest in.

Another study from Unruly, conducted back in July, indicated that 81.4% of U.S. internet users usually skipped or muted video ads to get to their wanted content. While it’s still a viable way for marketers to advertise their product, it’s clear that new methods are needed in order to keep consumers interested.

The report sums up with how, even though television is still a strong medium for viewing, mobile is definitely on the rise. With that, digital advertising has its strengths, but marketers need to do more with its brands and its writing in order to keep its audience engaged.

‘The Hunger Games’ Enters Virtual Reality

Fans of The Hunger Games saga will find out the fate of Jennifer Lawrence’s character, Katniss Everdeen, when the final movie releases on November 20th. However, some will be able to experience the movie and book franchise in a more interactive way.

Earlier this month, Samsung unveiled its the Hunger Games Virtual Reality Experience in New York, introducing a few lucky fans to a special VR program that put them right into the troubled fantasy world. The demo featured a number of events, including the ability to join Katniss’ rebel army and hunker down into District 13, or simply paying a visit to the Capitol Gardens with President Snow before the arrows start flying.

Mocking

As reported by Moviepilot, Lionsgate worked hard with Samsung to create an unprecedented virtual reality experience, so fans would really feel like they were in the midst of the popular movie series.

Colin McGreal, designer and ReelFX director for the experience, talked about how the effort was worthwhile when it came to creating it for die-hard fans. “The CG and VR artists we worked with are used to working in video games but like this more,” he said. “They’re like, ‘This is great! We want to keep pushing the envelope.’ Instead of a game where you run around shooting people, we’re trying to give a cultural and emotional experience.”

The demo, which lasts around six minutes, presents a number of events that show the transformation of Katniss from the Capitol’s selection in The Hunger Games to the Districts’ leading heroine, the Mockingjay. It immerses users into a world where they can experience every major event from the demolishing of Panem to the final showdown with President Snow.

Those who want to try the demo out for themselves can do so at various Best Buy locations, which will be hosting it as part of a presentation for Samsung Gear VR devices.

This isn’t the first time that a movie studio has worked with a virtual reality presentation to deepen the experience. Several San Diego Comic-Con demos in the past revolved around popular films like Pacific Rim and Into the Storm. More recently, Paramount announced a special promotion with AMC Theaters featuring a demo for a forthcoming game based on its Paranormal Activity: The Ghost Dimension, which hits theaters tomorrow.

Instagram’s Top 5 Gaming Brands

Instagram has become an increasingly important platform for brands with adoption rates for brands projected to reach 70.7 percent by 2017. App marketers have already been using the platform for user acquisition to great effect, finding the app to be an easy segue to a download.

“Instagram can be a highly effective channel for app user acquisition,” said Michael Oiknine, co-founder and CEO of Apsalar. “I see four key strengths: engaging, action-oriented ad formats, precision audience targeting based upon a broad range of user characteristics, streamlined ad management via the Facebook Ads Manager, and spend flexibility to accommodate both large and niche ad budgets.”

“But UA is only part of the story,” he says. “We’re also seeing more and more clients interested in using our audience creation and delivery tools to deliver targetable audiences to the Facebook Ads Manager for remarketing across all of the Facebook properties, including Instagram.”

Plenty of gaming brands have been leveraging the platform to engage with fans, facilitate promotions and showcase their products in many different ways. Here are some of Instagram’s top performers doing just that.

5. Razer

Razer demonstrates their command of Instagram with masterful product photography and consistency, keeping their feed chic and cool. With 443,000 followers, gamers love keeping tabs on this peripherals company.

Mmmmamba Tournament Edition #Razer

A photo posted by RΛZΞR (@razer) on

4. Nintendo

Is it at all surprising that Nintendo rises to the top of this list The game company s culture translates perfectly to the visual platform. The proof 772,000 followers.

Fans follow for cosplay, Amiibo, and a glimpse into what s happening behind-the-scenes.

Amazing #Splatoon cosplay found near our booth at @newyorkcomiccon!

A photo posted by Nintendo (@nintendo) on

3. Xbox

Coming in at 1.2 million followers, Xbox’s Instagram runs the gamut from artsy takes on the Xbox One controller, event photography, game culture and more.

2. PlayStation

PlayStation’s Instagram bio promises product photos, event coverage and some behind-the-scenes action, too. They certainly deliver. Recently celebrating their 20th anniversary, the feed has been filled as of late with impressive PlayStation-themed cakes and cupcakes.

The original PlayStation got a Tearaway makeover for #20YearsOfPlay! ^_^

A photo posted by PlayStation (@playstation) on

1. Clash of Clans

With over 2.1 million followers and the notable title of the only game on this list, Supercell’s Clash of Clans is inarguably ruling Instagram. Clash of Clans‘ Instagram feed is filled with photos of the game s event participation as well as memes. Fans of the game follow to keep an eye on the game s upcoming promotions.

Incredible PEKKA #cosplay at #TokyoGameShow ? #tokyoclash #clashofclans #クラクラ

A photo posted by Clash of Clans (@clashofclans) on

Inside the Shopping Habits Of Gen Z

In the past, people had to go to brick and mortar stores to purchase items. However, e-retailers like Amazon made huge changes by offering easy ways to shop online, and that’s just the way the Gen Z (a subset of millennials) audience likes it.

A recent report from Quartz details how a recent panel at the Fashion Digital Conference in New York City discussed spending habits, particularly within the Gen Z group aged 17-23. Stacey Ferreira, author of the book $2 Billion Under 20, simply stated on the subject, “People don’t buy stuff in actual stores anymore; stores are there to just, like, expose people to the brand.”

That indicates that people still have an interest in visiting showrooms to get an idea of what they want to buy, but more are turning to a convenient online option, thanks to simpler delivery and (in some cases) better sale prices.

“Before, going to the mall and hanging out was a thing, and I’m like, how was that ever a thing ” added Ocean Pleasant, the 18-year old founder of a magazine on youth culture. And it’s true, malls have seen enough of a decline, with some even closing down as a result. Instagram and Snapchat have become more of a social and in some ways, safer means to interact with others, instead of needing to “go hang out at the mall”, as it were.

Ferreira also added, “I like going to Apple stores to not only look for products, but I like the environment. I would go work out of an Apple store if they would let me.” That indicates that, despite the decline with some retailers, there are some that still have a strong presence, including Apple and Microsoft. However, keep in mind that both of these have devoted employees that are quick to provide information on product and services.

As for the “millennials” label regarding the age group, Reade Seiff, the 17-year old founder of small business start-up Workpile, stated, “I know what I want and who I am, and I don’t want to be forced to go to some millennials rack.” This is in reference to a special “millennials floor” that Macy spent millions of dollars building a while back to attract a younger crowd, dubbed One Below. He also added, “Clearly something is wrong here because I didn’t even know about it. Instead of trying so hard to sell to a manufactured group, they should focus on selling products people naturally love.” That is pretty sound advice, considering the drop in retail sales compared to online.

To provide more detail as to what millennials and Gen Z look for with their shopping experience, Accenture recently posted a report that explains what marketers can when trying to get into the trillion-dollar demographic.

The report not only notes the similarities in shopping habits between millennials and other groups (like Baby Boomers and Generation X), but also breaks down the various “myths” surrounding shopping habits, whether in person or online.

One myth is that it’s “all about online shopping.” “Online and mobile channels are important to millennials, providing the information and insights they need to find the best products and services,” says the report. “Many hone their shopping skills on the Internet, checking product ratings and reviews or feedback on retailers, for example, to confirm that both product and vendor provide the best value and service, respectively.”

It also shows that 68 percent of all millennials prefer an integrated, seamless experience, regardless of market, which explains the popularity of Apple and Microsoft stores, since their products are often connected.

The second “myth” focuses on loyalty, which is one of the biggest aspects to keeping an audience coming back. One shopper stated, “You want to feel welcome when you go to the stores,” and some outlets simply aren’t providing that. “There is (something) about the product and its cost, but there’s also a big part about being treated like a valued customer.”

“Loyalty programs are big,” added another consumer, emphasizing special programs that offer discounts or even free items for shopping at a particular outlet. 95% or more of millennials noted that they prefer to be courted with with coupons or other offers coming to their home or digital devices.

Finally, social networks play a big part with the third “myth”, as marketers easily mistake certain habits on channels for being popular with shoppers. “I do ‘like’ certain retailers on social media,” said one interviewee. “especially if it gives me access to coupons or deals or more information. (Otherwise), I would have to be pretty emotionally moved to just ‘like’ (a retailer) for no reason.

It helps to have a routine that becomes part of a conversation, according to another. This includes special offers and updates to keep consumers informed. “It’s not like you’re communicating a deal to (your friends). It’s more like, ‘Hey, I got this new thing, this new toy.'”

Positive buzz plays a tremendous part in this, instead of just simply existing and hoping that customers will follow.

‘FIFA 16’ and ‘MGS V’ Top the Charts In Superdata’s September Worldwide Digital Game Sales Report

Industry game sales continue to grow quite well through September 2015, according to new numbers reported by SuperData. Digital sales have managed to reach $5.4 billion for the year, up 11 percent from the previous year.

Analysis from SuperData CEO, Joost van Dreunen, follows:

  • FIFA 16 and MGS V top the charts at the start of the fall release season.
  • Worldwide digital game sales reach $5.4 billion in September 2015, up 11% YoY.
  • Oculus and Samsung target the mass market with the $99 Gear VR.
  • FanDuel and DraftKings go after $143 million North American eSports market.
  • Call of Duty and other shooter franchises eschew single-player modes.

SuperData Top5 Sept 2015

Top selling digital titles based on revenue by category, September 2015.

Reporting period 09/01/2015-09/30/2015

Digital console

  1. FIFA 16
  2. Destiny
  3. Grand Theft Auto V
  4. Metal Gear Solid V: The Phantom Pain
  5. Call of Duty: Advanced Warfare

PC DLC

  1. Metal Gear Solid V: The Phantom Pain
  2. Mad Max
  3. Counter-Strike: Global Offensive
  4. Grand Theft Auto V
  5. Guild Wars 2

Free-to-play MMO

  1. League of Legends
  2. Crossfire
  3. Dungeon Fighter Online
  4. World of Tanks
  5. Dota 2

Pay-to-play MMO

  1. World of WarCraft (West)
  2. Lineage I (East)
  3. World of WarCraft (East)
  4. Star Wars: The Old Republic
  5. TERA: Online (West)

Mobile

  1. Clash of Clans
  2. Game of War: Fire Age
  3. Puzzle & Dragons
  4. Candy Crush Saga
  5. Candy Crush Soda Saga

Social

  1. DoubleDown Casino
  2. Slotomania
  3. Candy Crush Saga
  4. Zynga Texas Hold’Em Poker
  5. Heart of Vegas

FIFA 16 and Metal Gear Solid V top the charts at the start of the fall release season. EA’s (NASDAQ: EA) FIFA 16 was September’s highest-grossing digital console release, followed closely by Destiny (NASDAQ: ATVI). The launch of Destiny’s The Taken King expansion spurred sales of full copies of the game, which made up two thirds of its September digital revenue. The additional content persuaded new players to take the plunge, and the expansion’s complex pricing structure further incentivised existing players to re-purchase the full game bundled with all current DLC. Two of the month’s most anticipated multi-platform releases, Metal Gear Solid V: The Phantom Pain (TYO: 9766) and Mad Max (NYSE: TWX) both fared better on digital PC than digital console. Konagi’s efforts to release the PC edition of Metal Gear Solid V day-and-date with the console versions paid off in a big way as PC players flocked to the game despite the franchise’s console-focused history. We expect the digital console and PC segments to fluctuate heavily through November as major new titles impact the hit-driven segments. The top-earning MMOs and mobile games remain largely unchanged from August. In the social space, casino-style games are becoming more prominent, now accounting for four of the top five games in the segment.

Worldwide digital game sales reach $5.4 billion in September 2015, up 11% year-over-year. With the exception of pay-to-play MMOs, which fell 8% to $213 million, global digital games revenues were up across categories. The space with the biggest proportional gains was digital console, where year-over-year earnings increased 29% to $326 million despite player numbers remaining stable during this period. Most growth in the space came from existing players buying more full games digitally, as average monthly full game spending jumped 39% to $132.46. In contrast, mobile posted the biggest absolute gains, growing 9% to $2 billion, thanks to an influx of new gamers. User growth slightly outpaced revenue growth, with the total monthly active user count increasing 10% year-over-year to 2.2 billion as new, low-spending players from emerging markets continue to get access to smartphone devices.

Oculus and Samsung target the mass market with the $99 Gear VR. While the overall VR market is slated to reach 11 million users by 2016, the mobile and PC-based segments are beginning to take two very different paths. PC-based virtual reality remains focused on hardcore gamers. When it launches next year, the Oculus Rift (NASDAQ: FB) will likely cost over $350 as it strives for an uncompromising experience. Last week, SuperData had the chance to test out HTC’s (TPE: 2498) equally impressive Vive headset, which is slated for release in limited quantities this year. In contrast, the next wave of mobile VR devices will target at mainstream audiences, and non-gaming experiences are already a major component of the experience from the start. The relatively affordable Gear VR from Samsung (KRX: 005930) and Oculus will work for anyone with a 2015 Samsung Galaxy phone and will launch in time for Black Friday. To entice mainstream audiences, Oculus has added Netflix to the Gear VR, with Hulu arriving later shortly.

FanDuel and DraftKings both want in on the $143M North American eSports market. The two leading real-money fantasy sports sites have limited international appeal thanks to the availability and legally of online sports betting outside of the U.S.; as a result, both are targeting U.S. eSports fans to further their aggressive user acquisition strategies. In September, DraftKings added League of Legends (HKG: 0700) fantasy eSports to its main website while FanDuel has purchased dedicated fantasy eSports site AlphaDraft. By entering the eSports space, the sites are reaching a young, affluent audience they may otherwise miss. More than half of U.S. eSports fans are under 35 and they have an average household income of $76,000. However, younger consumers are the most likely to be cord-cutters, which until now, made them less susceptible to DraftKings’ and FanDuel’s ubiquitous TV ads.

Call of Duty and other upcoming shooters eschew single-player mode. The Xbox 360 and PS3 versions of the upcoming Call of Duty: Black Ops III will not feature a single-player story as developer Treyarch faced technical difficulties in bringing the latest campaign to older hardware. Other shooter games slated for release this fall without a single-player campaign are Ubisoft’s (EPA: UBI) Rainbow Six: Siege and EA’s Star Wars: Battlefront. As the genre becomes increasingly multiplayer-focused, competitive multiplayer gameplay lengthens player lifetime and, by extension, average spending per player. Earning higher revenues for publishers, we expect the focus on releasing additional content and maps packs to increase. Contrary to this trend, Star Wars: Battlefront is slated to launch with a $50 season pass, in a move that suggests EA is forfeiting DLC revenue. The last three entries in EA’s Battlefield franchise (on which Battlefront is based) have each seen a faster decline in post-launch revenue than the last game.

Many-Tasking: Work Optimized

As professionals, we feel a need to present the facade that we are busy people. Busy, in our minds, relates to getting work done, taking on a lot, feeling needed, making a difference, and, overall, being successful.

But as many people find out, there are two kinds of busy: using “busy” as a cover for being overwhelmed and being busy efficiently, by “Many-Tasking.”

Busy as a Cover

Longs hours and being busy for the sake of busy are indicative of inefficiencies and false business syndrome.

As professionals, we want to contribute. We need to be involved and often we end up biting off more than we can chew. In the end, we put in longer hours but don’t really accomplish anything. We just spin our wheels like a mouse in a cage.

First off, our brains aren’t made to work on anything for longer than 120 minutes. While sleep or awake, our brain has a cycle called the ultradian rhythm that moves from higher to lower alertness in 90 minute cycles. Then it takes a rest.

Optimal efficiency would be working on a task for 90 minutes, taking a break, then moving back to that task or something else. Working extended hours to get something done would result in lesser quality.

Not to mention, working more hours could actually hurt you. A University College London study found that working more than 55 hours a week increases your risk of stroke by 33% compared with those who work a 35- to-40-hour week.

Instead of putting in longer hours, using the time you have during a normal day will increase effectiveness and deliver better results.

The New Multitasking

Let’s just put this out there: multitasking doesn’t really work. Doing multiple things at once just doesn’t get a lot done.

Recently, research at Stanford University found that multitasking fails: you are less productive than if you were doing a single thing at a time. As humans, being hit with information from multiple sources, we struggle to pay attention, recall properly, or switch from one task to another. It’s overwhelming.

Armed with the knowledge our brains are wired to work in chunks of 90 minutes, the new multitasking isn’t doing many things at once, it’s doing many things in a row with breaks in between. It’s Many-Tasking.

At the end of the day, you ll feel you’ve gotten a lot accomplished without feeling overwhelmed.

Fill that Pipeline

Like many, I have a long backlog of things I need to do. When I try to do them all at once, nothing gets done. I use Many-Tasking, I can fill that pipeline in a day and start knocking tasks out. Using a list-making app like Evernote or Google Keep and planning my day in chunks, I can get a lot done in one day.

Many-Tasking allows me to focus on one task at a time and deliver the highest levels of quality while getting a lot done.

Let s be busy, but make it manageable.

Brands Celebrate #BackToTheFuture

It’s happened. It’s finally October 21, 2015: the “real” date Marty McFly and Doc Brown time-traveled to in Back to the Future II.

back to the future

So maybe there aren’t flying cars yet and maybe video games have become much more tactile than hands-free, but we’ve still come a long way. We can FaceTime each other, fly miniature drones, track our every move and make payments with our phones! To celebrate the future and the legacy and cult status of Back to the Future, brands have been tweeting today in full force. Here are some highlights of what we’ve seen on this unofficial holiday.

Lexus

Although Lexus tweeted a video of a real hoverboard that uses superconductors a few days ago, the #LexusHover truly took off today. What better way to celebrate Back to the Future than making the future happen

Pepsi

For a marketing push Pepsi had to wait 26 years to do, the Pepsi Perfect was available for today and today only. Word on the street is that the drink has already sold out.

JetBlue

Your car may still have wheels, but JetBlue reminds everyone that we can all still fly.

Xbox

Flux Capacitors, that all-important tech that allows one to travel to-and-fro in time isn’t required to use an Xbox One. Whew!

Ford

Speaking of Flux Capacitors, the 2016 Ford Fiesta now has an optional add-on that “makes time travel possible (if time travel were possible, but it’s not – yet) in a stylish enclosure.”

ford fiesta flux

Nike

This one isn’t so surprising, as Nike had announced they would be developing this back in 2014. It wasn’t until today, however, via Michael J. Fox’s Twitter account that we got to seem them in action and learned they would actually be available in 2016.

 

Newzoo’s Peter Warman On China’s Gaming Market

Last week, Newzoo issued its annual  Top 100 Countries By Game Revenues report, showing that for the first time China has surpassed the U.S. in gaming revenue. Taken all together, Asia Pacific contributed almost half (47.2 %) of the top 100 revenues in 2015, primarily in mobile and PC gaming. Unsurprisingly, China dominates the market with the #1 spot on the Top 100 list.

[a]listdaily speaks to Peter Warman, Co-Founder & CEO of Newzoo, to gain further insight on the report and the fast growing Asian markets.

According the Newzoo report, China took in about $22.2 billion in gaming revenue, which is $4.3 billion increase over last year’s report. How much of a role did lifting console ban play in this growth?

The lifting of the ban did not play a significant role in the year-on-year growth of 23.2% The fact that consoles are now officially available has not changed the situation that tens of millions of modified PCs are in use playing PlayStation and Xbox games that are hacked, localized and offered from websites.

Still, there are enough people that have the budget to spend on console hardware and software so there will be sales. At the same time, the drawback of only being able to play the legit games that are officially allowed by the Chinese government limits the mass potential. The growth is fueled by mobile gaming (+47% y-o-y jump in revenues).

For the first time, we see serious cannibalization of PC/MMO game revenues by mobile. Underlying revenue growth if of course a growing connected population and economic growth. Connectivity now stands at exactly 50 percent of the 1.4 billion population, with gamer numbers exceeding 500 million this year. We do see the growth in revenues slowing down to an average of 16.1% over the years 2014 2018. In 2018, we estimate the market to reach  $32.8 billion and annual growth rates to be around 10 percent

How much of China’s gaming revenue come from mobile games in comparison to consoles?

Mobile revenues take 29.4% of the total Chinese games market this year with $6.5 billion. We expect console game revenues to be slightly higher than $500 million  this year, or rather 2% of the total market.

China managed to push the United States into second place for the first time, despite how U.S. gaming revenues grew $1.4 billion from last year. What does this say about China as a growing market compared to the U.S.?

Well, with a population of 1.4 billion this was bound to happen, so it is definitely not a surprise. And the market is not easy to enter, so average spending in the U.S. will remain to be higher for many years to come ensuring the U.S. will remain the most attractive market for Western publishers for years to come.

Reuters recently published an article about how China’s slowing economic growth. Do you think video game revenues will also see a slowdown in the coming year, or that it will continue to grow substantially?

Does the struggling stock market have an effect on game revenues Indirectly, it may, but certainly not yet. History also shows for Western and Growth countries alike that a weaker economic period only has limited effect on game spending. The theory is that in an economic downturn, people have more time and spend a higher share of a smaller budget on average. In economic good times people have more money to spend. The slowing growth in game revenues is mainly due to slower growth in connected population and saturation of spending in the mature market.

Do you think that China’s stunning growth in gaming revenue will shift greater focus on Asian markets in general?

It already is ongoing. Every global player has an interest in China in some way. It can be as consumer market or as a country that provides new partnerships and investments. From a Newzoo perspective, our partnership with leading Chinese big data company TalkingData is crucial for us to be a true global player. We spoke at their corporate event in Beijing a couple weeks ago that attracted over 2,000 people giving us an unique entry into the market. This is in addition to having data on 800 million iOS and Android smart devices used every month that provides unique insights to Western companies with an interest in the Chinese mobile landscape. I expect there will be a lot more consolidation of Western and Chinese game companies over the coming years.

Besides China and other Top 10 ranking countries like Japan and S. Korea, which do you think are countries to keep a close eye on?

It is definitely Southeast Asia, so Singapore, Thailand, Vietnam, Philippines, Indonesia, Malaysia. Not only because of their explosive growth in mobile game revenues but also because these countries are proving to be easier to enter for Western games than China. On average half of the top grossing games are Western games in these countries versus 10-20% in China, depending on store. Moreover, many of these countries have a large English speaking share of the population putting less pressure on localization.

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To Auto-Play Or Not To Auto-Play?

With streaming video views picking up steadily between Facebook video and YouTube, along with a number of smaller channels, brands and marketers are taking advantage of the format now more than ever for advertising. The chief advertising method is through auto-play videos – pre-roll videos that play before the user can watch the content they really want. YouTube has used it pervasively since 2009, but advertisers still don’t know whether or not they’re a good idea.

Marketing design engine Crayon recently published a report (via SocialTimes) that examines just how much video is being used by companies. It analyzed numbers based on three different portions of the video market: the top 500, the top 10,000 and the top 50,000 websites, and came up with different results for each.

When it comes to those in the top 50,000, there seem to be slower adoption rates with certain companies. Self-hosted video and other tools are highly used within areas such as software and marketing, healthcare and medical, and non-profit and education enterprises, while retail and restaurant enterprises are on the lower end.

When it comes to auto-play, social networking sites like Facebook, Instagram and Twitter often utilize the format. However, not all companies are jumping on board, as the chart below shows.

Chart 1021

The numbers don’t lie. About 50 percent of videos posted online use some form of auto-play, while others rely on a click to get started.

Also, the report states that only 21% of companies involved in video use in-house tools, while 70% turn to a third party, such as YouTube, for hosting when it comes to the top 50,000. The numbers change a bit when going into the top 500, with 28% hosting their own video and 53% turning to YouTube. The numbers are most balanced in the 10,000 bracket, with 50% using in-house video, including such areas as restaurant, fashion and casino and gambling enterprises.

Corporate structure plays a big part in the slow adoption rate, according to the report. Those companies in the top 10,000 and 50,000 brackets seem to be the slowest, along with those corporations with a high employee count, in the 51-200 range. The lack of time, resources or opportunity with smaller businesses also play a part in that.

Whether more social sites will adopt certain programs that will make it easier for companies to hop on board has yet to be seen, although Facebook is opening up some new avenues with its video service. We’ll have to check out just what its plans are in the months ahead.

Meanwhile, the full report can be found here.

On the other hand, when U.S. internet users were asked if they like videos that played automatically on Facebook and Instagram, people responded that largely dislike them. Only 15.2% claimed they like the format, while 19.2% didn’t state an opinion. 12.5% of people claimed they never saw the videos.

statista survey

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