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About this report
The 2017 U.S. Cross-Platform Future in Focus leverages several data sources unique to comScore:
The report is based primarily on behavioral measurement from comScore Media Metrix Multi-Platform, which provides unduplicated reporting of
digital audiences across desktop computers, smartphones and tablets; comScore Mobile Metrix, which provides unduplicated reporting of mobile
web and app audiences across both smartphones and tablets; and comScore Video Metrix Multi-Platform, which provides a single, unduplicated
measure of digital video consumption across smartphones, tablets, desktops and over-the-top (OTT) devices. The report also includes survey-based
mobile data from comScore MobiLens, search data from comScore qSearch, online retail spending data from comScore e-Commerce
Measurement, advertising measurement data from comScore validated Campaign Essentials (vCE) and comScore Brand Survey Lift
(BSL), as well as cross-platform data from comScore Xmedia, viewing data from comScores suite of TV and video-on-demand measurement
services and new connected home measurement via the comScore Total Home Panel.
Important Definitions:
Total Digital: The combination of desktop and mobile.
Mobile: The combination of smartphone and tablet. When data is referring specifically to smartphones or tablets, it will be labeled accordingly.
Unique visitor: A person who visits an app or digital media property at least once over the course of a month.
Pay-TV: Subscription-based television services that are delivered via a traditional cable, telco or satellite service operator.
Digital Video Recorder (DVR): An electronic device used to record live television and watch later. Viewing via a DVR is often referred to as time-shifted recorded viewing.
Video-on-Demand (VOD): Refers to video content that is made available via the traditional cable, telco or satellite service operators for on-demand viewing, as opposed to the regularly
scheduled live TV viewing or time-shifted DVR viewing.
Over-the-Top (OTT): Refers to video content that is transmitted via the internet to ones television set, instead of via the traditional cable, telco or satellite service operators.
For more information about subscribing to comScore services, please contact us at comscore.com/learnmore.
Multi-Platform 4
Digital Media 9
Mobile 22
TV & Cross-Platform 39
Advertising 52
E-Commerce 58
Box Office 67
Key Takeaways 71
The smartphone
1,000,000 123,661 +99% has continued to
646,324 787,541 878,654 vs. 2013 expand on its role in
800,000 digital, even in just
441,693
the last two years,
600,000
as desktop and
400,000 tablets have both
-8% experienced modest
505,591 551,184 500,173 463,814
200,000 vs. 2013 declines in
engagement during
0 this period.
Dec-2013 Dec-2014 Dec-2015 Dec-2016
1,100
Mobile time spent
continues to
1,000 progress upward,
hitting a huge
900 milestone in
Total Minutes (Billions)
reaching an eye-
800 The average person popping level of one
spent trillion minutes of
2 hrs 51 min aggregate media
700 consumption per
per day on mobile
month in 2016. This
600 is nearly double
what desktop
500 internet usage
accounted for at its
peak.
400
Dec-2013 Jun-2014 Dec-2014 Jun-2015 Dec-2015 Jun-2016 Dec-2016
75%
With desktop
+16pts Share of Digital Time Spent on MOBILE
70% 69% engagement
faltering in recent
65% years, it has lost
60% 60%
share to mobile
which now accounts
55%
53% +16pts Share of Digital Time Spent on MOBILE APP
for 69% of digital
51% media time spent.
50%
47%
Mobile apps now
45% drive 60% of digital
44%
+16pts Share of Digital Time Spent on SMARTPHONE APP time spent, and
40% smartphone apps
35% 35% alone currently
account for a
30% 31%
-16pts Share of Digital Time Spent on DESKTOP
majority of digital
media consumption.
25%
Dec-2013 Jun-2014 Dec-2014 Jun-2015 Dec-2015 Jun-2016 Dec-2016
Male Female
The mobile-only
25% internet user is an
22% emerging group
within the digital
20%
media ecosystem.
16% Millennials are more
15% 14% likely to rely
12% 12% exclusively on their
11%
mobile devices, with
10%
the heaviest skews
occurring among
5%
college-aged adults
and females.
0%
20.0
Over the past three
TOTAL DIGITAL
18.0 years, digital media
Average # of Unique Visitors by Platform (MM)
0
Dec-2014 Dec-2015 Dec-2016
Median Audience Sizes for the Top 100 Digital Media Properties
Source: comScore Media Metrix Multi-Platform, U.S., Dec 2013 - Dec 2016
Mobile audiences
2.2x 2.4x continue to be an
1.7x important
70,000 1.6x contributor to total
56,780 57,690 digital audience.
60,000
50,462 This year mobile
Unique Visitors (000)
9,000
The U.S. presidential
8,000 election was the
+19% biggest news story of
FY 2016 vs.
7,000 FY 2015 the year, and digital
Newspaper Sites General
news sites posted
6,000 strong gains over the
Total Minutes (MM)
Election
Presidential course of its 18-
5,000
Primary month news cycle.
Elections
4,000 Interest reached its
+122% apex in November, as
3,000 FY 2016 vs. the general election
FY 2015
coverage resulted in
2,000
Political News Sites all-time highs in
readership for many
1,000
digital newspapers
0
and political news
destinations.
Dec-2015
Nov-2013
Dec-2013
Nov-2014
Dec-2014
Nov-2015
Nov-2016
Dec-2016
Sep-2014
Jan-2014
Jun-2014
Aug-2014
Jan-2015
Jun-2015
Aug-2015
Sep-2015
Oct-2015*
Jan-2016
Jun-2016
Aug-2016
Sep-2016
Mar-2014
May-2014
May-2015
Apr-2014
Jul-2014
Mar-2015
Apr-2015
Jul-2015
Mar-2016
May-2016
Apr-2016
Jul-2016
Feb-2014
Oct-2014
Feb-2015
Feb-2016
Oct-2016
* Total Minutes for the Newspapers category in October 2015 was recalculated to remove the impact of overstated data for an individual mobile news app that had a substantial
impact on topline category time spent.
** Newspapers and Political News are two sub-categories within the broader News/Information category and are not fully inclusive of all news properties. There is also a small amount
of duplication between the two sub-categories.
comScore, Inc. Proprietary. 17
Certain leading print and TV news brands saw huge digital audience
growth as consumers demanded election coverage
Y/Y Digital Audience Growth of Select Leading Print and TV News Organizations
Based on Average Monthly Unique Visitors for Full Year
Source: comScore Media Metrix Multi-Platform, U.S., Full Year 2016 / Full Year 2015
100
were among the
news organizations
+36% +40% that had a huge year
80 in 2016 covering the
+20% U.S. Presidential
60 Election. While traffic
peaked in October
40
and November with
the NYT and WaPo
surpassing 100 MM
20 UVs for the first time
in their respective
0 histories traffic was
elevated throughout
much of the year.
* Apple Music, as it appears in comScores monthly reporting, is referring to Apples native music app, which captures all music activity within that app,
including listening via the streaming service, radio service and users personally downloaded music libraries.. comScore, Inc. Proprietary. 19
Many of the fastest growing apps are services that improve existing
real-world behaviors, such as hailing cabs and paying cash to friends
Waze +260%
Apps like Waze, Uber
20 and Lyft are
Wish +336% improving the way we
Uber +443%
get around; Tinder
makes dating easier;
15 letgo +1,085%* Fitbit lets you to track
Unique Visitors (MM)
Bitmoji +5,210%*
your personal fitness
metrics and Venmo
OfferUp +1,213% makes it simple to
10 Tinder +166%
digitally transfer
money to friends.
GroupMe +101% Bitmoji, the fastest
Lyft +246%
growing app of this
5 select group, enables
Flipp +850% self-expression
Venmo +677%
through the use of
personal cartoon
0 avatars.
Dec-2014 Mar-2015 Jun-2015 Sep-2015 Dec-2015 Mar-2016 Jun-2016 Sep-2016 Dec-2016
* letgos percent change figure represents its app audience growth from June 2015 to December 2016.
Bitmojis percent change figure represents its app audience growth from February 2015 to December 2016. comScore, Inc. Proprietary. 20
Pokmon GO was a mobile app phenomenon that quickly surged to
attract a huge audience but has since come back down to earth
8/4
8/8
9/1
9/5
9/9
7/11
7/15
7/19
7/23
7/27
7/31
8/12
8/16
8/20
8/24
8/28
9/13
9/17
9/21
9/25
9/29
10/3
10/7
10/11
10/15
11/4
11/8
10/19
10/23
10/27
10/31
11/12
11/16
11/20
11/24
11/28
12/2
12/6
12/10
12/14
12/18
12/22
12/26
12/30
comScore, Inc. Proprietary. 21
Mobile
Dec-2015 Dec-2016
Millennial
100% 94% 94% 94% smartphone
93% penetration has been
90% 84% 86% relatively flat since
79% 81%
80% 2015, which is
expected considering
70% it is already solidly
61% above 90%. The 55-
60%
58%
and-older segment
50% has the most room
for growth and
40%
experienced the
30% biggest bump with a
3-point increase in
20%
2016. Still, it will likely
10% be a slow climb to
reach 80 or 90%
0% penetration.
Total: Age 18+ Age 18-24 Age 25-34 Age 35-54 Age 55+
100%
Smartphone OS
90% market share has
80% shifted immensely
42% 43% 43% from its early years,
70% 36% 42%
but has remained
60% 30% HP/Palm relatively stable
50% Symbian since 2013. It now
BlackBerry
appears that the
40% 25% most popular device
Microsoft for accessing the
30%
53% 51% 53% 53% 54% iOS
47% internet will be
20% 25%
29% Android dominated by two
10% 17% major players
9% 5% software platforms
0% 1%
for the foreseeable
future.
* The months of April and May 2015 were calculated using their single month of data vs. the 3-month
average, due to an improved sample weighting methodology introduced in April. comScore, Inc. Proprietary. 26
iPhone owners were rapidly upgrading to the 6 models, until
September when the latest 7 models were introduced
90
Apples iPhone 3, 4,
5.1
80
7.1 and 5 models
6.4 9.1 11.6 13.6 14.4 7.5
3.7 15.8 3.0
collectively lost
Apple iPhone Users (MM)
70
7.9 nearly 42 million
14.9 20.6
60 24.0 15.0 users since 2014,
Apple iPhone 7 Plus
30.5 but more than made
36.0 Apple iPhone 7
50 37.6 that up by gaining
39.3 37.2 Apple iPhone SE 37 million new
40
39.0 33.4 Apple iPhone 6/6S Plus iPhone 6 and 6 Plus
38.7
30 37.0 Apple iPhone 6/6S users, and another
30.8 Apple iPhone 5/5S/5C
16 million users of
27.2
20
24.9 its latest SE, 7 and
22.1 Apple iPhone 3G/4/4S
24.2 17.8 7 Plus models.
10 19.2 15.4 12.1 9.7 8.0 6.1 5.0 4.1
0
Dec-2014 Mar-2015 Jun-2015 Sep-2015 Dec-2015 Mar-2016 Jun-2016 Sep-2016 Dec-2016
180
More consumers
160 are adopting
4.5+
140
smartphones with a
4.5 display or
Device Owners (MM)
* The months of April and May 2015 were calculated using their single month of data vs. the 3-month
average, due to an improved sample weighting methodology introduced in April. comScore, Inc. Proprietary. 28
Social &
Video Platforms
All Other
16% Social Media leads
Social Media
Sports 20%
all categories in
2% engagement,
Lifestyles accounting for 1 out
2% of 5 minutes spent
Photos online. The next
2% largest categories
Instant Messengers
2%
being Multimedia,
Search/Navigation Multimedia Music and Games
3% 14% highlight that digital is
e-mail being increasingly
3% used for
News/Information entertainment now
3%
more so than ever
Directories/Resources with the rise of mobile
Entertainment - Music
4% and consumers need
Retail 11%
to make use of their
5%
Portals Games in-between time.
5% 8%
Share of Time Spent on Social Media vs. Total Internet Across Different Platforms
Source: comScore Media Metrix Multi-Platform & Mobile Metrix, U.S., Dec 2016
Desktop Smartphone App Smartphone Web Tablet App Tablet Web The vast majority of
social media
consumption (70%)
occurs on mobile
apps, driven largely
Total Internet 31% 51% 8% 9% 2% by smartphones.
The smartphone
app is the dominant
social platform in
+9 pts for Social Media the U.S., accounting
for 60% of all social
media time spent,
which is 9
Social Media 21% 60% 6% 10% 2% percentage points
greater than the
internet as a whole.
Age 18-34 Digital Audience Penetration vs. Engagement of Leading Social Networks
Source: comScore Media Metrix Multi-Platform, U.S., Dec 2016
Age 35+ Digital Audience Penetration vs. Engagement of Leading Social Networks
Source: comScore Media Metrix Multi-Platform, U.S., Dec 2016
90%
Snapchats strength
80% Age 18-24
78%
among younger
demographics is
70% well-established and
is especially good at
60% reaching the
Age 25-34 coveted Millennials
% Reach
6 top smartphone
8
10 9 apps. November
Top 10 11 2016 marked the
10
first month
12 13 13 13 12 12 Snapchat cracked
14 the Top 10, and it
14 15 followed that up by
16 17 17 jumping another
18 spot to #9 to close
18
out 2016.
20
100%
1.1% 0.8% Live TV still makes
90% 14.9% up the bulk of TV
24.6% viewing hours, but
80%
time-shifted viewing
Share of Total TV Viewing Time
* Total TV viewing includes live TV, DVR and VOD, and does not include streaming via over-the-top (OTT) services. comScore, Inc. Proprietary. 40
Theres a wide variance in time-shifted TV viewing by genre, with
News and Sports content still skewing heavily toward live viewing
on their mobile
30.0 device and less likely
to spend time
25.0 watching live TV. In
fact, Millennials
20.0 already spend more
23.1 18.5 37.0
time on mobile than
15.0 they do watching live
26.6
10.0
9.6 TV. It should be
19.1 noted, however, that
5.0 younger viewers are
6.9 8.9 6.8 likely watching more
0.0 TV via OTT services
and time-shifted via
Live TV Digital Live TV Digital Live TV Digital DVR and video-on-
demand (VOD).
Age 18-34 Age 35-54 Age 55+
* 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. 43
Nearly 1/3rd of the OTT audience is cordless and doesnt subscribe to
pay-TV, with half of those being streaming only households
* Households that use an antenna in addition to their cable or satellite services are included in those respective shares. comScore, Inc. Proprietary. 44
Live TV, DVR and OTT all have the same primetime with viewing
peaking in the evening hours, though its most pronounced for DVR
Ratio of Live TV Viewing Hours per Hour of OTT Viewing in HHs with Both Services
Source: comScore Single-Source (TV + OTT) Custom Reporting, U.S., December 2016
Among households
that watch both
traditional television
OTT 1 Hour and OTT, live TV
still dominates total
viewing time. While
OTT has been
carving out more
viewing time in the
typical home, this
Live TV 5 Hours & 28 Minutes data suggests that
its supplemental
rather than primary
for homes with both
0 1 2 3 4 5 6 viewing options.
Viewing Hours
Over-the-Top (OTT) and Live TV Time Split Among HHs with Both Services
Source: comScore Single-Source (TV + OTT) Custom Reporting, U.S., December 2016
100%
Among households
90% that watch
80%
traditional TV and
OTT content, even
70% Live TV the heaviest OTT
Share of Viewing Hours
40% Households
. have
37%
several tech options
35%
31% for streaming over-
30% the-top TV content
27%
Penetration of U.S. Wi-Fi HHs
to their television
25% sets. Streaming
boxes/sticks, such
20%
as Roku devices,
15%
have the highest
household
10% 8% penetration, but
gaming consoles
5% and smart TVs are
other popular
0%
Streaming Box/Stick Gaming Console Connected TV Internet Blu-ray Player
options.
With
. streaming
boxes/sticks as the
18% most popular method
for streaming OTT
content, many of the
largest technology
companies are
12%
battling to be the
platform-of-choice for
8% consumers living
rooms. Despite the
5% competition from
huge tech companies
with deep wallets,
Roku is currently the
market leader.
* Rokus number includes Roku OS TVs, which account for a small percentage of its total penetration.
comScore, Inc. Proprietary. 49
Netflix leads the major over-the-top streaming services in both
household penetration and viewing engagement
Selected Over-the-Top (OTT) Streaming Services by Wi-Fi Household Penetration & Engagement
Source: comScore OTT Intelligence, U.S., December 2016
30
Netflix has the
highest household
Avg. Monthly Viewing Hrs. per HH
25 penetration and
viewing time per
20
month among the
major OTT content
services. Hulu isnt as
15 widely penetrated but
attracts comparable
10 viewing engagement
on a per-household
basis. YouTube and
5 Amazon are also in
the mix and have
0 solid positions in the
0% 5% 10% 15% 20% 25% 30% 35% 40% 45% OTT market.
Wi-Fi Household Penetration
Percentage of Viewable Ad Impressions & Invalid Traffic (IVT) Display vs. Video
Source: comScore vCE Benchmarks, U.S., Q4 2016
% of Ad Impressions
8%
50% 47% comes to appearing
6% in view and being
40% 6%
5% seen by humans.
30% 4% Programmatic video
4%
20% ads are the most
2% susceptible to low
10%
rates of viewability
0% 0% and high rates of
Desktop Display Desktop Video Desktop Display Desktop Video invalid traffic.
Percentage Point Lift in Brand Metrics for Desktop and Mobile Ads
Source: comScore BSL and BSL Mobile Benchmarks, U.S., 2014 - 2016
18%
17%
15.0% 17.0% Digitals share of
(Q4 15) Q4 16
16% consumer
15%
discretionary
14%
13%
13.5% spending, which
12% Q4 16 peaks in seasonally
11% colder months,
10%
12.5% reached an all-time
9%
(Q4 15) high in Q4 2016 at
8%
7% 17%. Digital
6% commerce share
5%
4%
appears to be
Digital Commerce Share (desktop + mobile)
3% accelerating slightly
2% e-Commerce Share (desktop) in recent years due
1% to the impact of
0%
mobile.
*Note: e-Commerce share is shown as a percent of DOCs Total Retail Sales excluding Food Service & Drinking, Food & Bev. Stores,
Motor Vehicles & Parts, Gasoline Stations and Health & Personal Care Stores. comScore, Inc. Proprietary. 59
Boosted by a growing share of mobile, total digital commerce
surpassed the $100 billion mark in Q4 2016 for the first time
M-commerce has
20.8% come a long way in
19.8% 20.0% the past 6 years and
18.6% now contributes
16.4%
16.9% about 1 in every 5
15.4% 15.6% dollars spent via
digital commerce.
13.0% 2016 saw a
11.3%
10.8%
11.7% 11.5%
11.1%11.1% continuation of the
9.8%
10.5%
platforms gains in its
9.3%
8.8% 9.0% 8.6% percent share of the
8.1%
total market, as
6.6%
5.8% consumers become
increasingly
3.6%
comfortable
2.4%
1.8% transacting on their
smartphones and
tablets.
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
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
Digital Commerce Sales by Category: Apparel & Accessories vs. Computer Hardware
Source: comScore E-Commerce & M-Commerce Measurement, U.S., Q1 2013 Q4 2016
$25.0
Computer Hardware
was the longtime #1
$20.3
category in digital
$20.0 commerce, but
$17.2 Apparel &
COMPUTER HARDWARE $15.9 Accessories has
$14.0 $14.7 $18.2
$15.0 $13.5 $13.6 emerged over the last
$12.4 $16.0 few years to establish
Billions ($)
$11.8
$11.3 $15.0 $11.8 itself as the new #1.
$10.2 $10.0 $13.0
$9.9 $12.5 $12.9 Gains in mobile
$9.2 $9.1 $12.3
$10.0 $11.1 $11.0 commerce, along
$9.9 $10.0 $10.1
with consumers
$8.4 $8.4 $8.4 increasing comfort
$7.1
$5.0 with online returns,
APPAREL & ACCESSORIES have helped boost
the category to new
$0.0
heights.
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
2013 2013 2013 2013 2014 2014 2014 2014 2015 2015 2015 2015 2016 2016 2016 2016
North America Box Office Market Share by Film Studio in 2016 vs. Year Ago
Source: comScore Box Office Essentials, North America, FY 2016 vs. FY 2015
14% 13%
comScore, Inc. Proprietary. 68
Finding Dory led the 2016 domestic box office as one of six Disney
films to rank in the Top 10
* Rogue One was released on December 16, 2016, and therefore was only in theaters the last two weeks of the year. comScore, Inc. Proprietary. 69
20th Century Fox had the top two digital movie rentals of 2016 with
Deadpool and The Martian
* Excludes NBC Universal and non-participating Independent distributors. EST revenue source: DEG
comScore, Inc. Proprietary. 70
Key Takeaways
The U.S. smartphone market is nearing Digital media has gone cross-platform, and Todays media environment is fragmented,
saturation and the tablet market has flattened. more devices than ever before are being used messy and complex. Siloed platforms,
Advances in device technology are now to access content inside the home. varying ad formats, and disparate buying and
growing incrementally rather than by leaps selling processes all add friction that inhibit
Desktop and mobile media usage are
and bounds. coordinated marketing strategies.
converging with traditional TV and OTT, as
While mobile now dominates digital media consumers watch their favorite content through Issues of digital ad viewability and fraud only
usage, consumption is beginning to stabilize any number of devices, including smart TVs, add to the confusion, erode trust, and distract
and the days of huge growth are over. Digital streaming boxes and gaming consoles. from how advertising performance ought to
media audiences are in the latter stages of a be measured.
The cross-platform era will be defined by a
multi-year boom.
media-agnostic view of the consumer and Ad measurement is finally getting back to
Consumer usage trends always shift faster comparable metrics to facilitate efficient media basics with a return to the metrics that matter
than dollars, but now is the time for the planning, buying and selling. reach, frequency, impressions,
economics to catch-up with behavior. This will demographics which are every bit as
be enabled by better measurement, improved relevant today as they have ever been. But
industry standards and less friction in running they are also getting more advanced, with the
mobile ad campaigns. ability to go deeper on audience descriptors
and tying to behavioral outcomes.
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