Presented by Debbie Solomon, Managing Director Business Planning, MindShare
at Market Research in the Mobile World North America
17 - 18 July 2013, Minneapolis, USA
This event is proudly organised by Merlien Institute
Check out our upcoming events by visiting http://www.mrmw.net
4. Methodology and Sample
- National probability sample
• 2,000 adults 18-64 (half m/f) drawn from GfK MRI’s Survey of the
American Consumer
• Data merged to MRI study
- Respondents make entries
• Every 30 minutes
• Over a 10 day period
• Via an app-based e-diary app
7. Easy to Use and Familiar to Consumers
Automated text reminder
Instructional video, FAQs and helpline on app
Respondents updated their status at least every 90 minutes
• Spent about 90 seconds entering data
Quality Control Rules:
• Must have 7 or more full eDiary days per respondent
• A full day = 16 or more half hours
• Must have one good Friday, Saturday and Sunday
8. Keeping Respondents Engaged
Recruitment - build a relationship
Incentive
Reminder texts
Compliance flags
Field service calls
End of day summary
On average, 9.8 complete days of data from each respondent
6
9. 15 Data Entries per Day
7
0
5
10
15
20
1 2 3 4 5 6 7 8 9 10
# of
Entries Average # of Data Entries per Day
Days
96% said task was easy
99% believed they provided complete and accurate information
10. The Last Stand
Task: Position The Last Stand as the
“must see” Action movie in January
8
11. GUYS LOVE TO BE GUYS
AND THEY’RE HUNGRY
Especially in January 9
12. Establishing Dude Time
• Hypothesis - M18-49 would be most receptive:
• With friends, in a good mood AND doing any of the following
(relaxing, socializing, sports, hobbies, entertainment):
Dude Time
• Conversely, they’d be less receptive:
• With partner or spouse AND feeling bored, frustrated,
overwhelmed, angry, or sad
Nag Time
10
13. Nag Time Twice as Likely as Dude Time
•
Source: USA TouchPoints 2012.211
21
19
28
41 40
44
0
5
10
15
20
25
30
35
40
45
50
Daily Weekday Weekend
PercentofM18-49
Average Daily Reach for Dude Time and Nag Time
0
5
10
15
20
25
30
35
40
PercentofM18-49
Weekly Reach for Dude Time and Nag Time
14. What media are they using
during Dude Time?
Source: USA TouchPoints 2012.212
27%
22%
15%
13%
12%
Watching Live TV
Texting on Mobile Phone
Talking on Mobile Phone
Listening to AM/FM Radio
Watching Sports Event on TV
Reach of M18-49 who are in Dude Time and Using
the Specified Medium
Where are men most likely to be
when experiencing Dude Time?
• At someone else’s house on the
weekend
16. Reaching Guys During Dude Time
Theatrical: Position as “Guys Night Out”
Home Entertainment: “Guys Night In”
Always On
• Online destination that is all things Arnie
17. Fuel The Appetite
15
Football Domination
Ownership of Bowl Games Championship Game
CBS NFL Interview
Arnie’s Take On Play-Offs
CBS Radio Sweepstakes – win a trip to Mexico
City to see The Killers live in concert
19. 1.24 hours on
SOCIAL MEDIA
0
1
2
3
5A-
5:30A
7A-
7:30A
9A-
9:30A
11A-
11:30A
1P-
1:30P
3P-
3:30P
5P-
5:30P
7P-
7:30P
9P-
9:30P
11P-
11:30P
2 hours spent
on TABLET
1 hour with
MAGAZINES
2.11 hours with
DVR, VOD, MUSIC
STREAMING
0
10
20
30
40
5A-
5:30A
7:30A-
8A
10A-
10:30A
12:30P-
1P
3P-
3:30P
5:30P-
6P
8P-
8:30P
10:30P-
11P
How does mom spend her media day?
Game Console
Mobile
App/Web
Social
Networking
Digital Video** Tablet
Source: TouchPoints; Target W18-34 pregnant or with kids 0-34 mo.
3.37 hours watching
live TV
3 hours listening to
RADIO
1.13 hours on
MOBILE
1.5 hours on
INTERNET
Live TV Other TV* Radio
Internet on
Computer
Printed
Magazine
Printed
Newspaper
20. Internet
on Computer
Internet
on Computer
App/Web
on Mobile
App/Web
on Mobile
SocialSocial
2014 Inputs Review2 Hours a Day on the Internet
Mom’s attitude toward the internet:
• Keeps me up-to-date with the
latest styles and trends
• Gives me good ideas
• Keeps me informed
• A good source of learning 81% 51% 92%
Source: MRI; comScore, TouchPoints
21. Increase social graph
Bring Test Town ideas to mom’s
city through local executions
Increase dedicated Mobile
presence
19** Please Note: Twitter and Daily Candy have been removed from Performance 2013 Program due to budget cuts
Innovation in Mobile, Social and Gaming Spaces