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1、The 10th annual edition of the worlds most comprehensive&actionable source of media consumption intelligence,covering all 4 global regions,top 20 markets&rest of countries in each region,25 digital media platforms&channels,8 traditional media platforms,and 6 consumer generationsMost comprehensive,co
2、nsistent and actionable consumer media usage&exposure time data and market insights covering the 2017-2027 period,with 5-year forecastsSite license iincludes 455-slide Report&Analysis with 600 exclusive datagraphs,and a Deep-Dive Excel Databook with 250,000 datasets and datapoints Covers all 4 globa
3、l regions,top 20 markets&rest of countries in each region,25 digital media platforms&channels,8 traditional platforms&6 consumer Digital Media Platforms -Online Media-Mobile Media-Other Digital Media8 Traditional Platforms-Live Television-Physical Film&Video-Physical Recorded Music-Print Books-Print
4、 Magazines-Print Newspapers-Terrestrial Radio-Traditional OOHTop 20 Global Markets*U.S.*Argentina*Australia*Brazil*Canada*China*France*Germany*India*ItalyGlobal Consumer Media Usage Forecast 2023-2027*Japan*Mexico*Netherlands*Poland*Russia*South Africa*South Korea*Spain *Taiwan*U.K.22 Digital Channe
5、ls-Streaming Audio-eBooks-eCommerce-Online&Mobile Games-Digital Magazines-Online&Mobile News-Online&Mobile Search-Social Media-Online&Mobile Video-Console/PC Games-Digital Out-of-Home-Streaming(OTT)Video-Satellite Radio6 Consumer Groups-mGen(Post-2013)-iGen(1997-2012)-Millennials(1981-1996)-GenX(196
6、5-1980)-Baby Boomers(1946-1964)-Great Generation(Pre-1946)EXECUTIVE SUMMARYCopyrightGlobal Consumer Media Usage Forecast 2023-2027Published by:PQ Media Intelligent data for smarter business decisions.Are you ready?Get the data.Co-authored by:Patrick Quinn,President&CEO;and Leo Kivijarv,PhD,Executive
7、 VP&Research DirectorThe following two slides,numbered 3 and 4,contain the Terms&Conditions of Use(“TCU”)for PQ Medias Global Consumer Media Usage Forecast 2023-27(“Report”),which include the pertinent legal definitions,provisions,restrictions and requirements that apply to all single-user licensees
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43、olation of these TCU or your violation or infringement of any third-party rights,including intellectual property Global Consumer Media Usage Forecast 2023-27Table of CTable of ContentsSlide(s)Title/Tables1-25COVER&FRONT MATTER2Copyright3-4Licensing Agreement:Terms&Conditions5-14Table of Contents15-2
44、5Segmentation&Definitions26-34EXECUTIVE SUMMARY27Global Media Usage Results 2022-2428Global Total Media Usage 2017-2329Global Media Usage vs.GDP30Global Media Use by Hybrid Silos31Digital Share of Global Media Use32Global Traditional&Digital Media Use33Global Digital Media Usage Growth by Channel34T
45、op 5 Global MarketsSlide(s)Title/Tables35-49KEY GROWTH DRIVERS&TRENDS36COVID-19&Vaccination Impact on Media Usage37Global&US Economies,Working from Home39Shopping Habits40Driving Habits41Train Passengers42Airline Passengers43Hotel&Tourism Trends44Dining Trends45Local&National Tourist Attr
46、actions46Movie Theaters47International&Domestic Sports Events48Number of Stores Shuttered49Political RacesSlide(s)Title/Tables50-68GLOBAL(GL)51GL Total Usage 2022 Results&2023-27 Forecast 52GL Economic&COVID-20 Trends53GL Total Media Usage&Growth 2017-2754GL Media Usage vs.GDP55GL Digital Share of T
47、otal Media Usage56GL Total Media Use by Hybrid Silos in 202257GL Digital Usage 2022 Results&2023-27 Forecast 58GL Digital Media Usage Trends59GL Digital Media Usage 2017-2760GL Share of Digital Usage by Platform in 202261GL Growth of Digital Media Channels in 202262GL Total Internet&Mobile Usage 201
48、7-2763GL Traditional Usage 2022 Results&2023-27 Forecast64GL Traditional Media Usage Trends65GL Traditional Media Usage 2017-2766GL Share of Traditional Usage by Platform in 202267GL Total Media Usage by Demos,2017,22,23&2768GL Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title
49、/Tables69-75Top 20 GLOBAL MARKET RANKINGS70Top 20 by Total,Traditional&Digital Use&Growth in 202271Top 20 Markets by Total Media Usage Per Day in 2023 72Top 20 Markets by Traditional Media Usage Per Day in 2023 73Top 20 Markets by Digital Media Usage Per Day in 202374Top 20 Markets by Share of Digit
50、al of Total Usage in 202375Top 20 Markets by Ad Supported vs.Consumer-Supported76-440IN DEPTH ANALYSIS 4 REGIONS&23 MARKETSSlide(s)Title/Tables77-167AMERICAS78-95UNITED STATES(US)79US Total Usage 2022 Results&2023-27 Forecast 80US Total Media Usage&Growth 2017-2781US Media Usage vs.GDP82US Digital S
51、hare of Total Media Usage83US Total Media Use by Hybrid Silos in 202284US Digital Usage 2022 Results&2023-27 Forecast 85US Digital Media Usage Trends86US Digital Media Usage 2017-2787US Share of Digital Usage by Platform in 202288US Growth of Digital Media Channels in 202289US Total Internet&Mobile
52、Usage 2017-2790US Traditional Usage 2022 Results&2023-27 Forecast91US Traditional Media Usage Trends92US Traditional Media Usage 2017-2793US Share of Traditional Usage by Platform in 202294US Total Media Usage by Demos,2017,22,23&2795US Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tab
53、les96-113BRAZIL(BRZ)97BRZ Total Usage 2022 Results&2023-27 Forecast 98BRZ Total Media Usage&Growth 2017-2799BRZ Media Usage vs.GDP100BRZ Digital Share of Total Media Usage101BRZ Total Media Use by Hybrid Silos in 2022102BRZ Digital Usage 2022 Results&2023-27 Forecast 103BRZ Digital Media Usage Trend
54、s104BRZ Digital Media Usage 2017-27105BRZ Share of Digital Usage by Platform in 2022106BRZ Growth of Digital Media Channels in 2022107BRZ Total Internet&Mobile Usage 2017-27108BRZ Traditional Usage 2022 Results&2023-27 Forecast109BRZ Traditional Media Usage Trends110BRZ Traditional Media Usage 2017-
55、27111BRZ Share of Traditional Usage by Platform in 2022112BRZ Total Media Usage by Demos,2017,22,23&27113BRZ Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables114-131CANADA(CAN)115CAN Total Usage 2022 Results&2023-27 Forecast 116CAN Total Media Usage&Growth 2017-27117CAN
56、 Media Usage vs.GDP118CAN Digital Share of Total Media Usage119CAN Total Media Use by Hybrid Silos in 2022120CAN Digital Usage 2022 Results&2023-27 Forecast 121CAN Digital Media Usage Trends122CAN Digital Media Usage 2017-27123CAN Share of Digital Usage by Platform in 2022124CAN Growth of Digital Me
57、dia Channels in 2022125CAN Total Internet&Mobile Usage 2017-27126CAN Traditional Usage 2022 Results&2023-27 Forecast127CAN Traditional Media Usage Trends128CAN Traditional Media Usage 2017-27129CAN Share of Traditional Usage by Platform in 2022130CAN Total Media Usage by Demos,2017,22,23&27131CAN Tr
58、aditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables132-149MEXICO(MEX)133MEX Total Usage 2022 Results&2023-27 Forecast 134MEX Total Media Usage&Growth 2017-27135MEX Media Usage vs.GDP136MEX Digital Share of Total Media Usage137MEX Total Media Use by Hybrid Silos in 2022138MEX Digital Usa
59、ge 2022 Results&2023-27 Forecast 139MEX Digital Media Usage Trends140MEX Digital Media Usage 2017-27141MEX Share of Digital Usage by Platform in 2022142MEX Growth of Digital Media Channels in 2022143MEX Total Internet&Mobile Usage 2017-27144MEX Traditional Usage 2022 Results&2023-27 Forecast145MEX T
60、raditional Media Usage Trends146MEX Traditional Media Usage 2017-27147MEX Share of Traditional Usage by Platform in 2022148MEX Total Media Usage by Demos,2017,22,23&27149MEX Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables150-167ARGENTINA(ARG)151ARG Total Usage 2022 Results&2023-27
61、 Forecast 152ARG Total Media Usage&Growth 2017-27153ARG Media Usage vs.GDP154ARG Digital Share of Total Media Usage155ARG Total Media Use by Hybrid Silos in 2022156ARG Digital Usage 2022 Results&2023-27 Forecast 157ARG Digital Media Usage Trends158ARG Digital Media Usage 2017-27159ARG Share of Digit
62、al Usage by Platform in 2022160ARG Growth of Digital Media Channels in 2022161ARG Total Internet&Mobile Usage 2017-27162ARG Traditional Usage 2022 Results&2023-27 Forecast163ARG Traditional Media Usage Trends164ARG Traditional Media Usage 2017-27165ARG Share of Traditional Usage by Platform in 20221
63、66ARG Total Media Usage by Demos,2017,22,23&27167ARG Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables168-312EUROPE169-186UNITED KINGDOM(UK)170UK Total Usage 2022 Results&2023-27 Forecast 171UK Total Media Usage&Growth 2017-27172UK Media Usage vs.GDP173UK Digital Share
64、of Total Media Usage174UK Total Media Use by Hybrid Silos in 2022175UK Digital Usage 2022 Results&2023-27 Forecast 176UK Digital Media Usage Trends177UK Digital Media Usage 2017-27178UK Share of Digital Usage by Platform in 2022179UK Growth of Digital Media Channels in 2022180UK Total Internet&Mobil
65、e Usage 2017-27181UK Traditional Usage 2022 Results&2023-27 Forecast182UK Traditional Media Usage Trends183UK Traditional Media Usage 2017-27184UK Share of Traditional Usage by Platform in 2022185UK Total Media Usage by Demos,2017,22,23&27186UK Traditional&Digital Usage&Growth by Demos 2022Slide(s)T
66、itle/Tables187-204GERMANY(GER)188GER Total Usage 2022 Results&2023-27 Forecast 189GER Total Media Usage&Growth 2017-27190GER Media Usage vs.GDP191GER Digital Share of Total Media Usage192GER Total Media Use by Hybrid Silos in 2022193GER Digital Usage 2022 Results&2023-27 Forecast 194GER Digital Medi
67、a Usage Trends195GER Digital Media Usage 2017-27196GER Share of Digital Usage by Platform in 2022197GER Growth of Digital Media Channels in 2022198GER Total Internet&Mobile Usage 2017-27199GER Traditional Usage 2022 Results&2023-27 Forecast200GER Traditional Media Usage Trends201GER Traditional Medi
68、a Usage 2017-27202GER Share of Traditional Usage by Platform in 2022203GER Total Media Usage by Demos,2017,22,23&27204GER Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables205-222FRANCE(FR)206FR Total Usage 2022 Results&2023-27 Forecast 207FR Total Media Usage&Growth 2017-27208FR Med
69、ia Usage vs.GDP209FR Digital Share of Total Media Usage210FR Total Media Use by Hybrid Silos in 2022211FR Digital Usage 2022 Results&2023-27 Forecast 212FR Digital Media Usage Trends213FR Digital Media Usage 2017-27214FR Share of Digital Usage by Platform in 2022215FR Growth of Digital Media Channel
70、s in 2022216FR Total Internet&Mobile Usage 2017-27217FR Traditional Usage 2022 Results&2023-27 Forecast218FR Traditional Media Usage Trends219FR Traditional Media Usage 2017-27220FR Share of Traditional Usage by Platform in 2022221FR Total Media Usage by Demos,2017,22,23&27222FR Traditional&Digital
71、Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables223-240RUSSIA(RUS)224RUS Total Usage 2022 Results&2023-27 Forecast 225RUS Total Media Usage&Growth 2017-27226RUS Media Usage vs.GDP227RUS Digital Share of Total Media Usage228RUS Total Media Use by Hybrid Silos in 2022229RUS Digital Usage 20
72、22 Results&2023-27 Forecast 230RUS Digital Media Usage Trends231RUS Digital Media Usage 2017-27232RUS Share of Digital Usage by Platform in 2022233RUS Growth of Digital Media Channels in 2022234RUS Total Internet&Mobile Usage 2017-27235RUS Traditional Usage 2022 Results&2023-27 Forecast236RUS Tradit
73、ional Media Usage Trends237RUS Traditional Media Usage 2017-27238RUS Share of Traditional Usage by Platform in 2022239RUS Total Media Usage by Demos,2017,22,23&27240RUS Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables241-258ITALY(IT)242IT Total Usage 2022 Results&2023-27 Forecast 2
74、43IT Total Media Usage&Growth 2017-27244IT Media Usage vs.GDP245IT Digital Share of Total Media Usage246IT Total Media Use by Hybrid Silos in 2022247IT Digital Usage 2022 Results&2023-27 Forecast 248IT Digital Media Usage Trends249IT Digital Media Usage 2017-27250IT Share of Digital Usage by Platfor
75、m in 2022251IT Growth of Digital Media Channels in 2022252IT Total Internet&Mobile Usage 2017-27253IT Traditional Usage 2022 Results&2023-27 Forecast254IT Traditional Media Usage Trends255IT Traditional Media Usage 2017-27256IT Share of Traditional Usage by Platform in 2022257IT Total Media Usage by
76、 Demos,2017,22,23&27258IT Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables259-276SPAIN(SP)260SP Total Usage 2022 Results&2023-27 Forecast 261SP Total Media Usage&Growth 2017-27262SP Media Usage vs.GDP263SP Digital Share of Total Media Usage264SP Total Media Use by Hybrid Silos in 2
77、022265SP Digital Usage 2022 Results&2023-27 Forecast 266SP Digital Media Usage Trends267SP Digital Media Usage 2017-27268SP Share of Digital Usage by Platform in 2022269SP Growth of Digital Media Channels in 2022270SP Total Internet&Mobile Usage 2017-27271SP Traditional Usage 2022 Results&2023-27 Fo
78、recast272SP Traditional Media Usage Trends273SP Traditional Media Usage 2017-27274SP Share of Traditional Usage by Platform in 2022275SP Total Media Usage by Demos,2017,22,23&27276SP Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables277-294NETHERLANDS(NETH)278NETH Total
79、Usage 2022 Results&2023-27 Forecast 279NETH Total Media Usage&Growth 2017-27280NETH Media Usage vs.GDP281NETH Digital Share of Total Media Usage282NETH Total Media Use by Hybrid Silos in 2022283NETH Digital Usage 2022 Results&2023-27 Forecast 284NETH Digital Media Usage Trends285NETH Digital Media U
80、sage 2017-27286NETH Share of Digital Usage by Platform in 2022287NETH Growth of Digital Media Channels in 2022288NETH Total Internet&Mobile Usage 2017-27289NETH Traditional Usage 2022 Results&2023-27 Forecast290NETH Traditional Media Usage Trends291NETH Traditional Media Usage 2017-27292NETH Share o
81、f Traditional Usage by Platform in 2022293NETH Total Media Usage by Demos,2017,22,23&27294NETH Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables295-312POLAND(POL)296POL Total Usage 2022 Results&2023-27 Forecast 297POL Total Media Usage&Growth 2017-27298POL Media Usage vs.GDP299POL D
82、igital Share of Total Media Usage300POL Total Media Use by Hybrid Silos in 2022301POL Digital Usage 2022 Results&2023-27 Forecast 302POL Digital Media Usage Trends303POL Digital Media Usage 2017-27304POL Share of Digital Usage by Platform in 2022305POL Growth of Digital Media Channels in 2022306POL
83、Total Internet&Mobile Usage 2017-27307POL Traditional Usage 2022 Results&2023-27 Forecast308POL Traditional Media Usage Trends309POL Traditional Media Usage 2017-27310POL Share of Traditional Usage by Platform in 2022311POL Total Media Usage by Demos,2017,22,23&27312POL Traditional&Digital Usage&Gro
84、wth by Demos 2022Slide(s)Title/Tables313-331MIDDLE EAST&AFRICA314-331SOUTH AFRICA(SA)315SA Total Usage 2022 Results&2023-27 Forecast 316SA Total Media Usage&Growth 2017-27317SA Media Usage vs.GDP318SA Digital Share of Total Media Usage319SA Total Media Use by Hybrid Silos in 2022320SA Digital Usage
85、2022 Results&2023-27 Forecast 321SA Digital Media Usage Trends322SA Digital Media Usage 2017-27323SA Share of Digital Usage by Platform in 2022324SA Growth of Digital Media Channels in 2022325SA Total Internet&Mobile Usage 2017-27326SA Traditional Usage 2022 Results&2023-27 Forecast327SA Traditional
86、 Media Usage Trends328SA Traditional Media Usage 2017-27329SA Share of Traditional Usage by Platform in 2022330SA Total Media Usage by Demos,2017,22,23&27331SA Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables332-440ASIA PACIFIC333-350CHINA(CH)334CH Total Usage 2022 Res
87、ults&2023-27 Forecast 335CH Total Media Usage&Growth 2017-27336CH Media Usage vs.GDP337CH Digital Share of Total Media Usage338CH Total Media Use by Hybrid Silos in 2022339CH Digital Usage 2022 Results&2023-27 Forecast 340CH Digital Media Usage Trends341CH Digital Media Usage 2017-27342CH Share of D
88、igital Usage by Platform in 2022343CH Growth of Digital Media Channels in 2022344CH Total Internet&Mobile Usage 2017-27345CH Traditional Usage 2022 Results&2023-27 Forecast346CH Traditional Media Usage Trends347CH Traditional Media Usage 2017-27348CH Share of Traditional Usage by Platform in 2022349
89、CH Total Media Usage by Demos,2017,22,23&27350CH Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables351-368JAPAN(JAP)352JAP Total Usage 2022 Results&2023-27 Forecast 353JAP Total Media Usage&Growth 2017-27354JAP Media Usage vs.GDP355JAP Digital Share of Total Media Usage356JAP Total M
90、edia Use by Hybrid Silos in 2022357JAP Digital Usage 2022 Results&2023-27 Forecast 358JAP Digital Media Usage Trends359JAP Digital Media Usage 2017-27360JAP Share of Digital Usage by Platform in 2022361JAP Growth of Digital Media Channels in 2022362JAP Total Internet&Mobile Usage 2017-27363JAP Tradi
91、tional Usage 2022 Results&2023-27 Forecast364JAP Traditional Media Usage Trends365JAP Traditional Media Usage 2017-27366JAP Share of Traditional Usage by Platform in 2022367JAP Total Media Usage by Demos,2017,22,23&27368JAP Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables369-386AUS
92、TRALIA(AUS)370AUS Total Usage 2022 Results&2023-27 Forecast 371AUS Total Media Usage&Growth 2017-27372AUS Media Usage vs.GDP373AUS Digital Share of Total Media Usage374AUS Total Media Use by Hybrid Silos in 2022375AUS Digital Usage 2022 Results&2023-27 Forecast 376AUS Digital Media Usage Trends377AU
93、S Digital Media Usage 2017-27378AUS Share of Digital Usage by Platform in 2022379AUS Growth of Digital Media Channels in 2022380AUS Total Internet&Mobile Usage 2017-27381AUS Traditional Usage 2022 Results&2023-27 Forecast382AUS Traditional Media Usage Trends383AUS Traditional Media Usage 2017-27384A
94、US Share of Traditional Usage by Platform in 2022385AUS Total Media Usage by Demos,2017,22,23&27386AUS Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables387-404SOUTH KOREA(SK)388SK Total Usage 2022 Results&2023-27 Forecast 389SK Total Media Usage&Growth 2017-27390SK Medi
95、a Usage vs.GDP391SK Digital Share of Total Media Usage392SK Total Media Use by Hybrid Silos in 2022393SK Digital Usage 2022 Results&2023-27 Forecast 394SK Digital Media Usage Trends395SK Digital Media Usage 2017-27396SK Share of Digital Usage by Platform in 2022397SK Growth of Digital Media Channels
96、 in 2022398SK Total Internet&Mobile Usage 2017-27399SK Traditional Usage 2022 Results&2023-27 Forecast400SK Traditional Media Usage Trends401SK Traditional Media Usage 2017-27402SK Share of Traditional Usage by Platform in 2022403SK Total Media Usage by Demos,2017,22,23&27404SK Traditional&Digital U
97、sage&Growth by Demos 2022Slide(s)Title/Tables405-422INDIA(IN)406IN Total Usage 2022 Results&2023-27 Forecast 407IN Total Media Usage&Growth 2017-27408IN Media Usage vs.GDP409IN Digital Share of Total Media Usage410IN Total Media Use by Hybrid Silos in 2022411IN Digital Usage 2022 Results&2023-27 For
98、ecast 412IN Digital Media Usage Trends413IN Digital Media Usage 2017-27414IN Share of Digital Usage by Platform in 2022415IN Growth of Digital Media Channels in 2022416IN Total Internet&Mobile Usage 2017-27417IN Traditional Usage 2022 Results&2023-27 Forecast418IN Traditional Media Usage Trends419IN
99、 Traditional Media Usage 2017-27420IN Share of Traditional Usage by Platform in 2022421IN Total Media Usage by Demos,2017,22,23&27422IN Traditional&Digital Usage&Growth by Demos 2022Slide(s)Title/Tables423-440TAIWAN(TAI)424TAI Total Usage 2022 Results&2023-27 Forecast 425TAI Total Media Usage&Growth
100、 2017-27426TAI Media Usage vs.GDP427TAI Digital Share of Total Media Usage428TAI Total Media Use by Hybrid Silos in 2022429TAI Digital Usage 2022 Results&2023-27 Forecast 430TAI Digital Media Usage Trends431TAI Digital Media Usage 2017-27432TAI Share of Digital Usage by Platform in 2022433TAI Growth
101、 of Digital Media Channels in 2022434TAI Total Internet&Mobile Usage 2017-27435TAI Traditional Usage 2022 Results&2023-27 Forecast436TAI Traditional Media Usage Trends437TAI Traditional Media Usage 2017-27438TAI Share of Traditional Usage by Platform in 2022439TAI Total Media Usage by Demos,2017,22,
102、23&27440TAI Traditional&Digital Usage&Growth by Demos Table of ContentsSlide(s)Title/Tables441-454APPENDIX442-445Digital Access Subscribers443Internet Households(Millions)444Mobile Phone Subscribers(Millions)445Computer Tablet&e-Reader Owners(Millions)446-449About PQ Media450-454Methodology455PQ Med
103、ia Global Media&Tech Forecast SGlobal Consumer Media Usage Forecast 2023-27Segmentation&DGlobal Consumer Digital&Traditional Media Usage:The average number of hours per week an end user views,reads,accesses,engages,interacts with or listens to digital ortraditional media content,advertising or servi
104、ces for personal entertainment or informational purposes,or as a result of consumer brand advertising or marketing through variousmedia platforms and channels.PQ Medias data and analysis included in this report is specific to the average total time an individual spends each week with media content d
105、eveloped primarily forconsumer/personal use,as opposed to business/employee use.While consumption primarily occurs in the home,digital media devices have increasingly allowed consumers toaccess content in many other indoor and outdoor locations.PQ Medias methodology,algorithms,data collection and an
106、alysis for this Report were based on proprietary research,experiences and exclusive input from industry leaders,which resulted in a unique approach to provide our clients with the most comprehensive,consistent and actionable globalmedia consumption datasets available.To be consistent and to accurate
107、ly reflect consumer usage of digital and traditional media by platform,channel and country worldwide,several original techniques were used.Forexample,we included the entire population,or universe,of end users for all ages(0+)worldwide,contrasting with the 17+or 23+populations,or consumers of a parti
108、cular mediumused in other media consumption research.As a result,PQ Media was able to distinguish between media usage of developed and emerging countries,as well as among the fivemajor cultural generations of the population.Additionally,our final data indicates consumer media usage in average hours
109、per week,compared with daily or annually.Input fromour industry leader panel revealed that this view is the most actionable media usage metric because weekly results are most often used by major advertisers and marketers toplan and buy media.PQ Medias methodology and data differ significantly from o
110、ther sources that collect and publish media usage data in the following ways:using certain technologies to capture timespent with media for a day;performing simple online surveys based on usage recall;aggregating research published by other sources to create a median outcome;only countingend users o
111、f a specific media platform or channel,which often results in inflated figures for media Digital Media Usage Platforms&ChannelsInternet Media Usage:Consumers accessing digital content and data(C&D)that was developed using the appropriate internet browser and coding configurations,such as html.Intern
112、et media C&D is most often,but not exclusively,consumed on computers that are tethered through access connections like cable modems,DSL/T-Lines,and dial-up,orpassword protected networks associated with the tethered device.Additionally,a majority of internet media C&D is consumed in enclosed location
113、s like homes,schools andbusinesses.It also includes any materials that are downloaded onto a PC,and then are transferred to an online devices,such music and books.eBooks:Also known as online long-form text C&D,this content is accessed and read by consumers in multiple viewings,at times related to a
114、specific vertical,such as cooking.The C&D can be released as a one-time product,such as a book,an annual update with new&revised information,such as yellow page listings,or updated more regularly due tothe verticals seasonality,such as professional sports databases of the leagues player performance
115、to date.It also includes online downloads of long-form text C&D that isdownload on PCs,but transferred to a wireless device for reading.eCommerce&Other Online Content:Time spent by consumers on retail websites,including any customer reviews,with online catalogs,paying bills or checking statementsonl
116、ine,miscellaneous websites,such as online dating services,and any emails that are not produced daily or linked to a specific brand.Online Audio&Podcasting:Content developed for listening online,including music downloads that can be transferred to another device,such as an mp3 player;listening tosong
117、s on a PC or laptop;tuning into on online radio station,including digital extensions of terrestrial and satellite radio stations and networks;and any audio podcasts on news andinformation sites,such as interviews.Online Games:Consumers playing videogames,casual games and games of chance online,inclu
118、ding the massive multi-player online game(MMOG)extensions of console,PCand handheld videogames,as well as games developed exclusively for the internet.These games can be played individually,with friends,or with multi-player functionality thatincludes microtransaction components that provides advanta
119、ges to players for a fee.Online Newspapers:Consumers reading text-formatted digital content and data that is published online in real time,usually on a daily basis,updated when necessary,and caninclude news,weather,sports,public interest,analysis,opinions,expert reviews,daily e-mail newsletters,and
120、theme-related topics,such as finance,healthcare,entertainment,travel and technology.It also includes time spent by consumers reading the online archives of the articles after the subject of the story is no longer a real-time Internet Media Usage(cont.)Online Magazines:Also known as online short-form
121、 text C&D,it differs from online news&information in that the content and data are specific to a vertical market(e.g.,sports,women)and its consumers are aware that is usually posted online on a designated schedule,such as weekly,bi-weekly,monthly or quarterly,often corresponding with thedistribution
122、 of an accompanying print product,such as a magazine,newsletter,shopper or trader.Real-time updates might be available,particularly when the target audienceexpects coverage of an important event in the vertical.Online Search&eMail:Also known as lead generation and online business-to-consumer promoti
123、ons,search and email include time spent by consumers online to find productsand services,contact and location information,and/or reviews of products and services.Also included are search engines,product/service listings by vertical,and promotional andcustom content distributed via email.Online Socia
124、l Media:Consumer-generated content posted online,often to be shared within a certain community of friends and colleagues,or posted by brands to loyal orpotentially new customers.It also includes using any video teleconferencing service to connect with a social media community.It does not include any
125、 content originally posted toan online social media site,which has gone viral after being highlighted by a third-party source.It also does not include social media posted or viewed using a wireless device,which is included in the Mobile Social Media category.Online Video:Accessing,viewing and/or dow
126、nloading motion-based content including repurposed TV programs,news,sports,films,trailers,webisodes,video podcasts,andconsumer-generated video that goes viral after being highlighted by a social media website or other third-party Mobile Media Usage:Consumers accessing digital content and data that w
127、as developed using the appropriate mobile browser and coding configurations,such as WAP 2.0.Mobile media C&D is most,but not exclusively,consumed using telecommunications data plans or external WiFi networks,although consumers can use the networks associatedwith tethered devices referenced in intern
128、et media usage.Mobile media C&D can be consumed in any location,but is most often associated with accessing the materials whileoutside the home,such as while commuting,near or in local retail outlets and close to entertainment establishments,like bars and sporting arenas.It does not include accessin
129、ginternet C&D using wireless devices,unless the material has been reconfigured for wireless devices,such as gaming apps.mBooks:Long-form text C&D directly downloaded onto wireless devices and read by consumers using their wireless technology.(see eBooks,directories and databases forexamples of long-
130、form text C&D)mCommerce&Other Mobile Content:Mobile commerce,also known as mCommerce or mWallet,includes time spent by consumers on their wireless devices to pay bills,shop,and to purchase products or services,including on-site at retailers,accessing content from retailers formatted specifically for
131、 wireless devices,such as proximity services orbrand-related texts,using mobile apps not associated with games or the three text categories,and any GPS functionality included on personal mobile devicesMobile Audio&Podcasting:Time spent listening to audio content developed specifically for wireless d
132、evices,such as ringtones,downloaded directly on wireless handhelddevices,or listening to various radio programming and audio podcasts developed for wireless devices.Mobile Games&Applications(Apps):Consumers playing various games developed for wireless devices,often through gaming apps or the mobile
133、extensions developed byconsole,PC and handheld videogame publishers for the smaller screens of personal mobile devices.Mobile Newspapers:Consumers reading digital real-time news and informational text,content or data formatted specifically for wireless devices,often through a subscriptionservice,suc
134、h as the android app developed by a newspaper publisher.Mobile Magazines:Time spent by consumers with short-form text C&D formatted specifically for wireless devices,often through a subscription service,such as a iPhone appdeveloped by a magazine publisher.Mobile Search&Texts:Consumers accessing lea
135、d generation tools that are designed for wireless devices,such as smartphones,often used near the point-of-decision orpurchase.Also included in this mobile usage channel is time spent by consumers with non-social texts,primarily from brands attempting to reach individuals with text-Mobile Media Usag
136、e(cont.)Mobile Social Media:Time spent by individuals with consumer generated content either developed for or created on wireless devices,or shared within the social mediacommunity using apps developed specifically for wireless devices,including any video teleconferencing among the community members
137、.Mobile Video:Motion-based content produced exclusively for download on wireless devices,content produced elsewhere and transfigured for wireless devices using a third-partytechnology solution available exclusively from the telecommunications provider,or is downloaded via a video-based app,including
138、 those from subscription services,like Netflix orHulu.Other Digital Media Usage:Consumer access,engagement or interaction with digital content,advertising or services for personal entertainment use or consumer brandadvertising through various other digital media.Does not include digital media or con
139、tent developed for workflow efficiencies or created specifically for internet-accessiblecomputers or wireless mobile devices.These media and devices include videogame-playing systems,television time-shifting hardware,and digital out-of-home advertisingnetworks,billboards and signage in various indoo
140、r and outdoor locations.Console,PC&Handheld Videogames:Time spent by consumers playing videogames available on some type of physical disc.It does not include the time that consumers linkto the online or mobile extension of the games to compete with players in other locations in MMOG formats.However,
141、it does include the time consumer might spend going onlineto download additional content that becomes available when players complete certain tasks,such as scoring enough points to download a faster car in a racing title.It also doesnot include time spent viewing downloaded TV programs or films on c
142、onsole hardware using services such as Netflix,which is included in over-the-top(OTT)video below.Digital Out-of-Home(DOOH)Media:Consumer engagement with content and advertising while outside the home and provided by a third-party operator.Digital out-of-homeincludes three types of platforms:1)digita
143、l place-based networks,in which content is telecast on screens in specific venues,such as theaters,transit hubs and vehicles,retailoutlets,medical offices,corporate towers,sports arenas,and entertainment venues,such as bars,restaurants and fitness clubs;2)digital billboards&signage,which areexclusiv
144、ely ad-based,but messages change in a pre-determined timeframe;and 3)ambient out-of-home media,including messages often embedded onto objects using digitaltechnology,such as 3-D printers.Over-the-Top(OTT)Video:Consumers using digital technology to access and view video content on-demand,such as time
145、-shifting and saving TV content through digital videorecorders(DVR)for convenient viewing,accessing movies and TV programs at specific times using video-on-demand(VOD)services or downloading video content throughvideogame consoles.It also includes interactive games available through cable subscripti
146、on services and satellite TV providers.Satellite Radio:Radio programming primary consumed in automobiles using specific digital equipment and is available only in two countries,the United States and CTraditional Media(TM)Usage:For purposes of this report,PQ Media grouped together consumer time spent
147、 with key traditional media platforms for personal use,such asreading print-based news,data and other information publications;viewing or listening to entertainment content at home or in theaters through electronic hardware and usingphysical discs that were considered analog media when first develop
148、ed as a medium,and engaging with out-of-home advertising via non-digital billboards and other signage;watching live broadcast or cable video on a programmed schedule primarily at home,or listening to audio content from terrestrial radio stations and networks through broadcastradio devices,such stere
149、o receivers.Traditional Media PlatformsLive Television:Viewing television programming on TV receivers found primarily in the home,on a predetermined schedule set by the TV stations,cable providers,andbroadcast,cable and regional sports networks.It does not include time-shifted viewing or consumer-co
150、ntrolled viewing using VOD.Over-the-Air(OTA)Radio:Also known as terrestrial radio.Listening to radio station and network music,talk and sports programming,not including digital-related satellite radio,using broadcast radio devices,such as stereo receives,conventional and HD car radios,clock radios,a
151、nd portable radio devices,like Walkmans and boom boxes.WPhysical Film&Home Video:Viewing feature-length films in person,or watching them through electronic hardware,such DVD and VHS players when they became available onphysical discs and cassettes.It also includes consumers viewing TV programs that
152、have become available in multi-episode editions that are tied to a specific season when theprogram aired on broadcast or cable television networks.Physical Music:Consumers listening to recorded music on CDs,cassette and vinyl using electronic equipment and physical discs that are primarily multiple
153、tracks from specificartists,groups,performance ensembles,and multi-artist themed titles determined by the recording studio.Print Books:Reading one-time consumer-focused book releases from specific authors,editors and publishers,as well as students reading textbooks,consuming information thatpertains
154、 to a specific vertical from publications that are printed and updated annually,such as yellow page directories,Census Bureau statistical abstracts,and sports-relatedyearbooks.Print Magazines:Reading print-based publications that includes information content that is aimed towards a specific demograp
155、hic,such as women,or shared activity,likehunting.It also includes consuming print-based publications that retail or product oriented.Print periodicals&serials are distributed based on a pre-determined annual subscriptionschedule,usually weekly,monthly or quarterly,and can include consumer-targeted m
156、agazines and newsletters,as well as catalogs,shoppers and traders,Traditional Media Usage(cont.)Print Newspapers:Reading print-based news and other information publication with a primarily local focus that distributed by subscription or single copy at a pre-determined timeeach day or week,with conte
157、nt regarding events that occurred within the past day or week,but also includes general articles on key verticals,like business and cooking.Traditional Out-of-Home Media:Consumer engagement with out-of-home advertising via non-digital billboards and other signage.It is normally in place at a specifi
158、c location fora predetermined amount of time,depending on the contract,for a week,month,or quarterly.It requires physical labor to deploy and subsequently replace.Media Hybrid Silo Usage:For purposes of this report,PQ Media combined the consumer usage and exposure of the digital and traditional,when
159、 applicable,extensions of amedia platform on the various devices the content is consumed,such as TV programs on TV sets,via OTT video,on PCs,laptops,smartphones and tablets.As result of thecombination,internet and mobile media usage is limited on to content available on digital devices,such as onlin
160、e search and mobile applications,which is considered legacycontent,also know as pure-play.Media Hybrid Silo PlatformsBooks:Combined reading print consumer books,textbooks,local yellow page directories,abstracts,and sports yearbooks,with consuming similar material on digital devicesincluding PCs,lapt
161、ops,smartphones,tablets,and e-Readers,such as internet yellows and e-Books.Film&Home Video:Combined viewing feature-length films in theaters,on DVDs,and VHS,with viewing on OTT Video,such as DVRs,VOD,PPV and videogame consoles,aswell as streaming on digital devices,such as PCs,laptops,smartphones an
162、d tablets.Magazines:Combines reading print-based publications purchased from newsstands,distributed via subscription,received in the mail,and available at local services,like doctorsoffices with reading the same material via digital devices including PCs,laptops,smartphones,tablets and e-readers,suc
163、h as digital extension of popular magazines and e-zines,Music:Combined consumers listening to recorded music on CDs,cassette and vinyl with streaming on MP3 players,PCs,laptops,smartphones,feature phones,such as ringtones,and tablets.Newspapers:Combined reading print-based news and other information
164、 publications,such business newspapers,with consuming similar material on digital devices includingPCs,laptops,smartphones,tablets,and e-Readers,such as brand extensions of popular newspapers,news aggregators and Media Hybrid Silo Usage(cont.)Out-of-Home Media:Combines consumer engagement with stati
165、c billboards,street furniture and transit posters with digital billboards,digital place-based networks,kiosks,interactive screens,and ambient out-of-home.Pure-Play Internet Media:Combines content and services that are specific to the internet and viewed on PCs and laptops,such as online search,e-mai
166、l,e-commerce,online social media,and content not found on traditional media platforms,such as e-Harmony and credit report sites.It also includes any content downloaded on PCs and laptops,but then transferred to wireless devices,such as an e-Book copied to a tablet.It does not include content develop
167、ed by traditional media companies within another media Hybrid Silo and often repurposed for internet viewing,such as television videos placed on ESPN.com,as well as pure-play digital companies that are identified with a media Hybrid Silo,such as Huffington Post in News&Information.Pure-Play Mobile M
168、edia:Combines content and services that are specific to the wireless devices,such as mobile search,texts,m-commerce,mobile apps,and mobile socialmedia.It only includes content downloaded onto the wireless devices,such as an m-book,and not copied or transferred from a PC or laptop.It does not include
169、 content developedby traditional media companies within another media Hybrid Silo and often repurposed for wireless devices,such as television videos placed on ESPN Mobile.Radio:Combines listening to radio on broadcast radio devices,such as stereo receives,conventional and HD car radios,clock radios
170、,and portable radio devices,like Walkmansand boom boxes,with listening on satellite radio,digital audio broadcasting(DAB)receivers,and to online radio stations on digital devices,such as PCs,laptops,smartphonesand tablets.Television:Combined viewing broadcast and cable television programming on TV s
171、ets with viewing via OTT video,such as DVRs,VOD,and videogame consoles,PCs,laptops,smartphones and tablets.It also includes PPV events produced specifically for TV,like wrestling and concerts.Videogames:Combines playing videogames titles published for consoles,PCs,and handheld devices with playing t
172、he extensions of those titles on PCs,laptops,smartphonesand tablets,usually in massively multi-player online or mobile games(MMOG/MMMG),as well as games produced specifically for digital devices like MMOG games likeRunescape,social/casual games and mobile gaming GenderDividing the entire population
173、by the end users sex.Male:For the purpose of this study,the entire male population(men and boys)globally,regionally and by market,ages 0+annually from 2017 to 2027.Female:The entire female population(women and girls)globally,regionally,and by market,ages 0+annually from 2017 to 2027.GenerationAll li
174、ving male and female consumers grouped by a specific year-to-year range,spanning approximately 17 to 18 years in length per cluster,who share similar cultural characteristics,such as experiencing significant social,political,economic and/or technological events or advancements that contributed to th
175、e formation of commonalities,such as behaviors,perceptions and/or habits that have shaped the direction of their lives.Greatest Gen:(pre-1946):First generation born soon after the advent of broadcast radio,which provided news and entertainment programming scheduled at specific intervals.As children,
176、they experienced major global events that required great sacrifices,including the Great Depression in the 2130s,World War II in the 2140s,and the post-war boom in the US,depending on when and where they were born.Greatest Gen is also known as Depression Babies,Lost Generation,Post-War Cohorts,and Si
177、lent Generation,among others.Baby Boomers:(1946-1964):First generation born after broadcast television was introduced,bringing images into the household during a time of great domestic and international upheaval.As children,they experienced the height of the Cold War;they witnessed the role of women
178、 change dramatically;citizens of developed countries enjoyed the greatest economic boom on record;many were greatly impacted by political and cultural events of the 2360s,including assassinations of beloved leaders;and regional wars with great social and political consequences.Baby Boomers are also
179、known as Boomers,the Boom Generation,Alpha Boomers,Generation Jones,and Mega BoomersGenX:(1965-1980)The first generation to be significantly impacted by a deluge of multimedia news,information,entertainment and advertising options.As children,they grew up as the primary consumers of on-demand and di
180、gital media alternatives that would reshape the media and technology ecosystem,such as widespread media multitasking using devices including home computers,cable TV,videogames,VHS and CDs.They also witnessed iconic technology-driven events,such as the first human landing on the moon,experienced the
181、end of the Cold War and the rise of the Middle East as an economic power,leading to a more competitive global economy.GenX also known as Generation X,MTV Generation,Latchkey Kids,among othersDemographics:Clusters within an overall population that share one or more common Generations(cont.)Millennial
182、s:(1981-1996)The first generation born after the internet were introduced,expanding the notion of targeted media content and expanded coverage of significant events.As children,they experienced a higher incidence of single-parent households,witnessed a technology-driven economic rebound that drove a
183、 status-symbol culture for consumers worldwide,Millennials are also known as Echo Boomers,Generation Next and Generation Y.iGen:(1997-2012)The first generation born with broadband internet access and the introduction of the cell phone with text messaging,allowing consumers to stay connected during t
184、he entire day at home,school and work.As children,they dealt with the rise of international terrorism and the weakest economic condition in 80 years.iGens are also known as Digital Natives,Generation,Generation Z,Net Gen,and Pluralist Generation.mGen:(2013+)The first generation born after wireless d
185、evices provided access to data,such as smartphones and tablets,allowing consumers to stay connected during the entire day in all locations.As children,they dealt with the rebound from weakest economic condition in 80 years,as well as an increased tensions relating to immigration/race relations,and t
186、he introduction of smart technology/cities artificial intelligence(AI),computer/audio robots(BOT),augment reality(AR),internet of things(IoT),and virtual reality(VR).Common Acronyms Used in ReportCAGR:Compound annual growth rate,or the year-over-year growth over a specific period time,which for this
187、 report was a 5-year period.Nominal GDP(Gross National Product):Includes all changes in market prices,such as inflation or deflation,also known as current prices.Real GDP uses constant prices that does not include inflation and compares the price of goods against a base year(e.g.,2017 vs.2022).Nomin
188、al GDP is used in the media industry analysis rather than Real GDP because media growth combines increased use of content,and its distribution methods,which normally have an inflationary annual price increase for the content and distribution.AMER:AmericasRoAM:Rest of AmericasAPAC:Asia PacificRoAP:Re
189、st of Asia PacificEU:EuropeRoEU:Rest of EuropeME&A:Middle East&AfricaRoMEA:Rest of Middle East&Africa Global Consumer Media Usage Forecast 2023-27Key HGlobal Media Usage Results 2022&2023;Forecast 2024Overall Media UsageGlobal overall consumer media usage rose 2.7%in 2022 to 55.81 hours per week(HPW
190、)Total usage by males increased 2.9%in 2022 at 56.83 HPW,female usage grew 2.6%to 55.61 HPWConsumer media usage by generations in 2022 was as follows:Greatest Generation overall usage rose 5.3%to 90.08 HPWBaby Boomer overall consumption increased 3.2%to 70.64 HPWGen-X overall media usage expanded 3%
191、to 58.64 HPWMillennial overall usage grew 3.2%to 50.54 HPWi-Gen overall media consumption rose 3.9%to 32.29 HPWm-Gen overall media usage grew 13.4%to 24.90 HPWOverall consumer media usage is on pace to increase 0.6%in 2023 to 56.14 HPWTraditional Media UsageGlobal traditional consumer media usage wa
192、s flat in 2022 at 36.13 hours per week Traditional consumer media usage decline 2.7%in 2023 to 35.16 HPWDigital Media UsageGlobal digital consumer media usage rose 8.1%in 2022 to 19.68 hours per week,representing 35.3%of overall usage Digital consumer media usage is on pace to increase 6.6%in 2023 t
193、o 20.98 HPW Global Total Consumer Media Usage Rose 2.7%in 2022 to 55.81 Hours Per Week;Projected to Rise 0.6%in 2023Global Market Total Media Usage,0020202120222023Hours Per Week(HPW)Source:PQ MediaGrowth of Global Market Total Media Usage,2018-230%1%2%3%4%Global Overall Me
194、dia Usage Underperforms GDP Growth by 4-6 Pts;=Traditional Usage Underperforms Economic Growth by 6-8 Pts;Digital Usage Below GDP by 1 Pt.-5%0%5%10%15%2002120222023Total Media UsageDigital Media UsageTraditional Media UsageNominal GDPSource:PQ MediaPQ Medias Consumer Media Usage by Overal
195、l,Traditional,Digital&Compared Against GDP Total MusicTotal Pure-Play Internet Media(a)Total Out-of-Home MediaTotal MagazinesTotal BooksTotal Film&Home VideoTotal Pure-Play Mobile Media(a)Total NewspapersTotal VideogamesTotal RadioTotal TelevisionHours Per WeekPQ Medias Total Global Medi
196、a Usage by Media Hybrid Silos in 2022Consumers Use Television More than Any Other Media Hybrid Silo at 27.8 Hours Per Week in 2022 Pure-Play Digital Media,Content Only Available on Digital Devices,Reached 2.7 HPW(a)Pure-Play Internet&Mobile Media are specific to channels and sites that are exclusive
197、ly digital,such as online search and mobile marketing appsThe digital brand extension of traditional media companies,such as videos placed on ESPN.com&ESPN Mobile,are included in the traditional media platform(e.g.,TV).Additionally,all forms of the media platform,including pure-play digital companie
198、s are included in that platform,such as Huffington Post in News&InformationSource:PQ MDigital Represents 35.3%Share of Total Global Usage in in 2022;Men Use Digital More than Women;I-Gen Highest Digital Users at 51.1%ShareDigital UsageTraditional UsageWomenMenGen-XTotalm-GensMillennialsBoomersGreat
199、GenSource:PQ Mediai-GGlobal Digital Consumer Media Usage Grew 8.1%in 2022 to 19.68 Hours Per Week;Traditional Media Usage Was Flat in 2022 at 36.13 Hours Per WeekPQ Medias Global Digital Media Usage&Growth,2017-23-3%-2%-1%0%1%072002120222023%GrowthHours Per Week(HPW)Traditional
200、 Consumer Media Consumption(Hours Per Week)Traditional Consumer Media Consumption GrowthSource:PQ MediaPQ Medias Global Traditional Usage&Growth,2017-230%3%6%9%12%15%0572002120222023%GrowthHours Per Week(HPW)Digital Consumer Media Consumption(Hours Per Week)Digital Consumer Med
201、ia Consumption G-15%-10%-5%0%5%10%15%20%e-Commerce Reviews Online Search&E-Mails m-Commerce Reviews Online Audio&Podcasting Mobile Search&Texts Online Newspapers Online Magazines Online Social Media Online Games Satellitte Radio Online Video e-Books Mobile Social Media Console,PC&Handheld Games Digi
202、tal Out-of-Home Over-the-Top(OTT)Video&Streaming Mobile Magazines Mobile Newspapers Mobile Audio&Podcasting Mobile Games m-Books Mobile VideoGrowth of Global Digital Media Channel Usage in 2022Mobile Video Fastest Growing Digital Media Channel,Up 18.6%in 2022;Most PC Channels Registered a Decline in
203、 2022,Except e-Books&Online VideoSource:PQ MTotal Media Usage2022 Usage2022 vs.2021 Growth2022 Share of Digital MediaJapanSpainSouth KoreaNetherlandsChinaNetherlandsUnited KingdomArgentinaSpainUnited StatesTaiwanAustraliaGermanyItalyItalySource:PQ MediaIn 2022,Japan Used Media Most,Spain Fastest-Gro
204、wing,South Korea Top in Digital Media ShareUS Ranked 4thin Total Use,12thFastest-Growing Market and 7thin Digital Share of Overall UGlobal Consumer Media Usage Forecast 2023-27 About PQ MAbout PQ Media and the Annual PQ Media Global Media Forecast SeriesPQ Media is a leading provider of actionable c
205、ompetitive intelligence and strategic guidance to management teams of the worlds top media,entertainment&technology organizations.PQ Media delivers intelligent data and analytics to high-level executives to empower them to make smarter,faster business decisions amid the transforming global media&tec
206、hnology ecosystem.Our well-respected team of industry analysts and proven econometric methodology drive the annual PQ Media Global Media&Technology Series,a three-report suite of exclusive market intelligence that helps drive client growth objectives with a laser focus on the media economys key perf
207、ormance indicators:operating company revenue,consumer time spent with media,and consumer spending on media content&technology(see more info&links to free downloads below).PQ Medias Global Media Forecast Series:PQ Media applies its proven econometric methodology and multi-channel research to our annu
208、al KPI benchmark series to help executives in the global media,entertainment&technology industries gain a deeper understanding of the worlds transforming media ecosystem.This three-report suite delivers the first holistic view of the collective global media economy,focusing on digital&traditional ad
209、vertising,marketing&consumer media usage and spending and profiling the Top 20 Global Markets,including the U.S.,which account for more than 85%of global media revenues and spending annually.Each report in the series provides comprehensive five-year historical tracking and five-year forecasts for on
210、e of the three abovementioned KPIs.Our industry,sector,market,platform,channel and generation definitions remain consistent across each report making it easy to quickly compare growth patterns,drivers and performance in each global region,domestic market and individual admedia&marcom landscape.Globa
211、l Media Forecast Series 2021(link to site license info for standalone reports&3-Report Special Enterprise Bundle License)Global Advertising&Marketing Spending Forecast 2021-25 Global Consumer Media Usage Forecast 2021-25 Global Consumer Spending on Media Forecast 2021-25*Following are some of PQ Med
212、ias annual market research report series.For more info on site license options&free executive summary&data downloads,click: Audio Media Forecast 2021 Global Out-of-Home Media Forecast 2021 Global Content Marketing Forecast 2020 Global Experiential Marketing Forecast 2020 Global Product Placement For
213、ecast 2020 U.S.Multicultural Media Forecast 2019 Global Out-of-Home Media Forecast 2019 U.S.Smart Technology Marketing Forecast 2019 Global Branded Entertainment Marketing Forecast 2018 Global Branded Entertainment Marketing Forecast 2017 Global Out-of-Home Media Forecast 2017 U.S.Digital Out-of-Hom
214、e Media Forecast 2016 U.S.Brand Activation Marketing Forecast 2016 Global Branded Entertainment Marketing Forecast 2015 Global Content Marketing Forecast 2015 Global Media&Technology Forecast Series 2020 Global Media&Technology Forecast Series 2019 Global Media&Technology Forecast Series 2018 Global
215、 Media&Technology Forecast Series 2017 Global Media&Technology Forecast Series 2016 Global Media&Technology Forecast Series 2015 Global Media&Technology Forecast Series 2014 Global Media&Technology Forecast Series Global Media Forecast Series 2021Global Advertising&Marketing Spending Forecast 2021-2
216、5(October 2021)Focuses on digitaland traditional media spending,with data,analysis and profiles of the top 20 global markets by 2broad sectors(advertising and marketing);9 digital media platforms and 41 channels therein;11traditional platforms;and 15 combined digital+traditional media segments.Globa
217、l Consumer Media Usage Forecast 2021-25(December 2021)Examines consumer timespent with media with exclusive drill-down data and analysis covering top 20 countries by 3 broaddigital media platforms and 22 channels therein;and 8 traditional platforms.Proprietary data andanalysis of 6 key consumer gene
218、rations and both genders.Global Consumer Spending on Media Forecast 2021-25(February 2022)Covers consumerspending on digital and traditional media unit sales and subscriptions,related technology,devicesand software.Data broken down by 2 overall spending sectors,5 digital media&tech segmentsand 28 su
219、bsegments therein;and 4 traditional media segments and 14 subsegments About PQ Medias Clients&Subscribers and Consulting ServicesPQ Medias Clients&SubscribersPQ Media has accurately predicted key trends,insights and outcomes that have influenced strategic plans,investment parameters and tactical app
220、roaches for some of the worlds most respected mediacompanies,media agencies,financial institutions,and research&consulting firms:Media Companies Associated PressNBC UniversalNews CorpTime WarnerTurner Broadcasting PQ Medias Consulting ServicesDue to the global marketplace demand,we broadened and dee
221、pened our analysis of media through the lens of PQ Medianomics(see Methodology).The media industry has been expanding exponentially withmore new channels being developed in the last 50 years compared with the first 5,000 years.Brands have more than 200 choices to distribute their messages compared w
222、ith 50 in 1990,a fourfold increase.With the myriad of changes to the media ecosystem,key media stakeholders reach out to PQ Media for strategic intelligence to help in their decision-making process because of the unique data and trendsanalysis that we can offer.As a result,we developed a broader por
223、tfolio of custom consulting services to meet the growing needs of our clients.We have five types of consulting services:Actionable Strategic Intelligence Reports:PQM develops in-depth analysis of media industry trends,with multiple categories being analyzed or industry&segment briefs with drill-down
224、 dataPerception Surveys:PQM develops,implements and analyzes results from a questionnaire we would prepare to ascertain how a specific end user perceives your company,brands and/or servicesWebinars&Presentations:PQM would prepare and present branded webinars and presentations that tie media industry
225、 data to your products and servicesCustom Phone Consults:PQM executives and industry thought leaders and we would provide our opinion in confidence on specific media platforms,channels,trends and/or companies.Licensing PQ Media Report:PQM prepares a specific report for you that would be available ex
226、clusively to a specific universe,such as clients or trade organization membersFinancialBain CapitalCredit SuisseDeutsche BankGE Commercial FinanceJP MorganAgenciesDentsuHavas MediaHill HolidayKineticStarcom WorldwideTechnology/TelecomAT&TCisco SystemsGoogleMicrosoftQualcommResearch/ConsultingBain&Co
227、.LEK ConsultingMcKinsey&Co.Nomura Research InstituteYano Research InstituteContact Us by Email or Phone and Follow Us on Social MediaSuccess in todays transforming mediascape requires timely,actionable strategic intelligence.Let PQ Media help your organization make smarter,faster business decisions
228、with a no obligation situation reviewor preliminary phone consult.Please contact Patrick Quinn at or Leo Kivijarv at or call 203.569.9449 today to prepare for the hybrid media (Sign up for PQM newsletter) Advertising&Marketing Spending Forecast 2023-27M PQ Medias proven research methodology and prop
229、rietary mapping system PQ Medianomics utilizes proprietary datacollection techniques,algorithmic models and analytical approaches to track,analyze and forecast spending,consumption andtrends in all major media,platforms and channels of the media and entertainment industries.PQ Medias system,driven b
230、y ourSpendTrak,UsageTrak and InfoTrak databases,as well as our exclusive Global Opinion Leader Panel(GOLP),layers theimpact of key data and variables,including economic,demographic,behavioral,technological and regulatory.PQ Media defines,structures,sizes and forecasts global industries and markets,s
231、uch as product placement,content marketing,and digital out-of-home media based on input from our exclusive Global Opinion Leader Panel,which includes several hundredexecutives at media and entertainment companies,financial institutions,consulting firms,media agencies and brands regardingvarious data
232、 and information driving key trends and growth in campaign media spending.We also examine thousands of publicand private documents from more than 1,000 sources pertaining to regional and market-specific trends and data in contentmarketing,the advertising&marketing ecosystem;economic sectors&demograp
233、hic profiles;and any other factors,such astechnology penetration rates,that might affect the content marketing industry,overall advertising environment,the economy andconsumer media usage behavior&spending patterns.PQ Media proven econometric methodology is set apart from other media research source
234、s in numerous ways.For example,PQMedia doesnt use standard rate card data and estimated impressions as the methodological foundation of our spending andgrowth algorithms.Our consistent,comprehensive and in-depth mapping of the entire media and entertainment landscapeprovides industry stakeholders wi
235、th a complete picture of how the spending and usage patterns of consumers,businesses,brandsand agencies are changing at an increasingly rapid pace,driven by technology innovation and emerging digital media.PQ Medias Approach&MPQ Medias Proprietary MethodologyPQ Medias proven research methodology PQ
236、Medianomics and algorithms support our industry databases,which track andanalyze three key performance indicators:media operator revenues and growth,consumer media usage and exposure,andconsumer spending on media content and technology.Our unique approach is accentuated by an exclusive Global Opinio
237、n LeaderPanel of influential media and technology industry stakeholders.PQ Media analysts identify and examine critical industry trends,key growth drivers and crucial market shifts in the top 20 globalmarkets,such as political,economic,social and technological changes,then apply our econometric meth
238、odology in a consistentmanner to each media sector,platform,channel,market and demographic.SpendTrack DatabaseUsageTrack DatabaseInfoTrack DatabaseGlobal Opinion Leader PanelMargin of Error=+/-3%Over 25 YPQ Medias proven econometric methodology is set apart from other media industry researchers in f
239、ive important ways:1)We have strong relationships with key industry opinion leaders and leading industry stakeholders worldwide.We interview andsurvey our panelists on a regular basis to accentuate our media spending and consumption databases with ground-level insightsavailable nowhere else;2)Our br
240、eadth and depth of data and analysis is unrivaled(4 major revenue sectors,20 major segments,100+sub-segments,andconsumer and business media usage);3)We operate the most comprehensive historical and forecast media,entertainment and communications spending andconsumption databases in the world.For exa
241、mple,our U.S.advertising data dates by media platform back over a century,whileour global data includes over 25 years of information,which has been giving our clients an industry recession/expansionperspective available nowhere else;4)Were consistent in our methodology,historical tracking and annual
242、 recalibration of data as new media segments emerge and areadded to our databases,while operating an annual forecast accuracy scorecard,referenced earlier;5)The accuracy rate of PQ Medias media industry spending forecasts has been calculated at+or 3%for more than a decade.PQ Medias Methodologic DRes
243、earch Media Consumption MethodologySpecific to this Report,PQ Medias digital and traditional media usage methodology is a groundbreaking approach designed to be unique in the interest of providing our clientswith the most comprehensive,consistent and actionable media consumption data available on th
244、e market.The data contained in this Report and the detailed datasets provided inthe Companion Excel Workbook are unique in several key aspects:1.This is the first media consumption research to study the entire population of end users worldwide for all ages(0+),which contrasts with the traditional fo
245、cus on either 12+or21+users found in most other media usage studies.This original approach allows PQ Media to distinguish between differences in digital and traditional media usage amongdeveloped and emerging countries,as well as six cultural generation segments of the current global population.This
246、 approach permitted PQM to provide a more relevant andholistic view of a rapidly changing global media ecosystem across generations of consumers;2.Our final media usage data is presented here using average hours per week,compared with daily or annually based on feedback from our Global Opinion Leade
247、r Panel.Thisinput indicated that a weekly view is the most actionable media usage metric for the media industry because weekly data is most often used by major advertisers andmarketers to plan and buy media;3.This Report is the first research to break out internet and mobile media usage by the eight
248、 key media channels within each digital platform,including online video,mobilesearch,social media,and online&mobile gaming,among others;4.PQ Media included at-home digital media subscriptions,such as internet access subscriptions,but also counted subscriptions from other locations in which consumer-
249、facingmedia and content is also accessed,such as entertainment venues and certain businesses at particular hours of the day.This method enabled our analysts to deliver data thatis consistent across all media platforms,both digital and traditional;5.In developing the data presented here,PQ Media took
250、 into consideration the penetration rates of digital media in each of the 23 leading global markets,the strength of thetechnology infrastructure in each country,the domestic economic environment and its impact on digital and traditional media and technology purchases,and the mediabehavior patterns o
251、f different Global Media Forecast Series 2023Global Advertising&Marketing Spending Forecast 2023-27(February 2023)Focuses on digitaland traditional media spending,with data,analysis and profiles of the top 20 global markets by 2broad sectors(advertising and marketing);9 digital media platforms and 4
252、1 channels therein;11traditional platforms;and 15 combined digital+traditional media segments.Global Consumer Media Usage Forecast 2023-27(March 2023)Examines consumer time spentwith media with exclusive drill-down data and analysis covering top 20 countries by 3 broad digitalmedia platforms and 22
253、channels therein;and 8 traditional platforms.Proprietary data and analysisof 6 key consumer generations and both genders.Global Consumer Spending on Media Forecast 2023-27(April 2023)Covers consumer spendingon digital and traditional media unit sales and subscriptions,related technology,devices andsoftware.Data broken down by 2 overall spending sectors,5 digital media&tech segments and 28subsegments therein;and 4 traditional media segments and 14 subsegments within.