State%20of%20the%20Media%20Democracy
-
Upload
kashifkudalkar7067 -
Category
Documents
-
view
218 -
download
0
Transcript of State%20of%20the%20Media%20Democracy
-
8/7/2019 State%20of%20the%20Media%20Democracy
1/12
March 2010
State of the Media Democracy -
India
-
8/7/2019 State%20of%20the%20Media%20Democracy
2/122
Contents
3 Introduction
4 Sources of Entertainment
5 The Media in Advertising
6 Media products: ownership and preference
7 Gaming
8 Internet activities
9 Media Conversations
10 Future Media Attitudes and Expectations
-
8/7/2019 State%20of%20the%20Media%20Democracy
3/12State of the Media Democracy - India 3
Introduction
The State of the Media Democracy Survey - India
provides a generational reality check on how
consumers are interacting with technology, purchasing
products, and responding to advertising, and what
they want in the future. The results of the survey reveal
insightful information which will be useful for virtually
all sectors of the business world including to the
enterprises in the advertising world.
The survey focused on consumers between the ages of
14 and 69 which were divided into the following age
buckets:
Millennials:
Trailing Millennials - 14-19 years;
Leading Millennials - 20-25 years;
Generation X - 26-42 years;
Boomers - 43-61 years;
Matures - 62-69 years.
The survey was commissioned by Deloitte and was
fi elded in late 2009 by a renowned Research Firm
and covered cities in Tier I and II categories. Apart
from the Metro cities the other cities covered were
Bangalore, Lucknow, Ludhiana, Patna, Surat and Indore.
A combination of upper and middle class people were
surveyed in the aforesaid cities by way of face-to-face
interviews.
The survey provides keen insights on dozens of
evolving trends and detailed data on issues ranging
from advertising effectiveness and mobile adoption to
social media and internet usage. The results from the
survey provide critical insights which can help business
enterprises make smart, well-timed business decisions
and investments.
This publication contains a snapshot of some of the
results of the survey and is presented in a synopsis form
containing certain key and unique fi ndings.
-
8/7/2019 State%20of%20the%20Media%20Democracy
4/124
Sources of Entertainment
Just as changes in technology are affecting all sectors,
so it is changing the way an individual uses various
products for entertainment. There are abundant
choices products and services, which are available to
a consumer. This has made the entertainment industry a
consumer centric industry.
Sources of entertainment include television, newspaper,
magazines, going to movies, radio, internet, live
performances, gaming, eBooks etc. In India the most
preferred medium of entertainment is the television.
Around 92% of the population surveyed rated television
as the preferred medium across all age groups. The
scores in all age buckets are near or above the 90%
mark. This may be due to the fact that television still has
a wider reach than any other medium and the visuals
of television have a greater impact to all irrespective of
their educational background, status etc.
In India, the growth of the DTH platform has ensured
that the remotest corner of the country can now gethooked to the numerous soaps, sports, news and other
powerful visuals that modern day television beams out.
A point to note is that even the senior citizens of the
country, which form part of the Matures age bucket
rate television as the preferred entertainment medium
their score being as high as 95%. Also, females watch
more television (93%) than males (91%).
Second place in the preferred medium is taken by
newspapers. Indians, unlike as in the western countries,
prefers to read their daily newspapers with their
morning cup of tea. This reading habit is more visible
in Generation X and above (above 26 years), with the
maximum score of 68% returned by Boomers (43 to 61
years). No wonder then that the newspapers still remain
king in the world of media!
Among the younger generations, going to the movies,
listening to music, listening to radio are high on their
next preferred medium of entertainment. The younger
generation is also more tech savvy being more inclined
towards internet, gaming, and cell phones as means of
recreation. The cell phone has become an important
entertainment device for the Millennials (14 to 25
years) with an average score of as high as 64%. The
personal computer too has become an importantentertainment device for the Millennials, 46% of whom
rated the computer over the television. There is also an
observed trend that the males are more technology pro
as compared to the women.
Preferred media of entertainment
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
XersBoomers Matures Male Female
% % % % % % % %
Watching television 92 92 85 92 95 95 91 93
Reading newspapers
(either printed or online)58 50 46 63 68 62 56 62
Going to the movies 48 53 55 51 39 32 50 48
Listening to music (using any device) 32 37 34 34 27 23 35 31
Listening to the radio (any format/device) 18 21 24 13 17 24 18 17
Reading magazines (either printed or online) 17 6 10 19 27 21 15 20
Attending live performances 15 18 14 14 14 11 16 13
Reading books (either physical books or via an
e-book reader/online)5 12 6 4 3 7 6 6
Using the Internet for social or personal interests 5 5 15 2 0 1 7 3
Playing videogames (handhelds, PC, console,
mobile/cellular/Smartphone, online)4 5 6 3 3 1 5 1
-
8/7/2019 State%20of%20the%20Media%20Democracy
5/12State of the Media Democracy - India 5
The Media in Advertising
Enterprises are spoilt for choices when it comes to
selecting a media to use for advertising their products
and services. Advertising fi rms have a never-ending
job on hand to help their client decide the media or a
combination of media to maximise the impact of the
ad campaigns in this constantly changing world of
consumer preferences.
From a consumers point of view, the television
media appears to have the maximum impact on
them. Between the age buckets, Matures (98%)
and Boomers (96%) are more infl uenced by viewing
advertisements on television than the other media. Even
the Millennials scored more than 90% when it came to
concluding that television is the preferred media which
creates the maximum impact.
Advertisements in newspapers come a close second
in creating impact on consumers. Here too the impact
is maximum in Matures (95%) and Boomers (92%).
The impact on the Millennials is lesser. Although close
to 60% of the Millennial mentioned that they will
read a printed magazine even though the information
contained therein is available online.
Leading Millennials are infl uenced more by
advertisements on the internet their score is as high as
35% and is the highest among all age buckets. They are
most infl uenced by banner advertisements (>65%) and
more by advertisements relating to gaming (51%). 34%
of the Trailing Millennials were willing to pay for online
content (news, sports, games etc.).
The medium of radio too seems to be picking up as a
medium which is being increasingly used by advertisers.
Here too the Millennials are infl uenced more by
advertisements on the radio (18%).
Impact of Media in Advertising
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
XersBoomers Matures Male Female
% % % % % % % %
Television (cable, satellite, broadcast or fi bre optic) 94 94 92 95 96 98 94 96
Newspapers 89 86 80 92 92 95 89 89
Magazines 34 32 24 34 40 38 32 36
Mobile/Cellular/Smartphone 21 19 22 22 22 18 22 21
Radio 17 15 18 18 17 13 14 21
Billboards or outdoor advertising 17 16 18 18 15 23 17 17
Online/Internet 15 20 35 10 3 1 20 7
DVDs/Blu-ray Discs 4 6 5 5 4 3 5 5
In-theater advertising (pre-movie) 3 4 6 2 3 2 4 3
Videogames 2 5 2 1 1 2 2 2
-
8/7/2019 State%20of%20the%20Media%20Democracy
6/126
With increase in the purchasing power, the consumer is
in a better position to own products of his requirements
as well as luxury products.
Cell phones were considered as a status symbol a few
years back but now are more of a necessity. At present,
cell phones, television, DVD players and radio are the
top four media equipments owned by majority of the
masses. 84% of the population surveyed own cell
phones.
The younger generation seem to prefer desktop PCs,
Macs, iPods, smart phones and laptops where as the
digicam and webcams are owned more by the older
Media products:
ownership and preference
generations. Usage of HD Radio, e-Book Reader and
Blu-ray players is negligible.
Flat panel televisions are gaining ground as opposed to
the old fashioned box television. However, at present
around 77% of the households surveyed owned the
box television, which is rated as the product valued the
most. The cell phone, DVD player, radio and desktop
computer form the remaining in the list of top fi ve.
The Leading Millennials are more engaged with the
new and advanced technology like iPods, smart phones
and laptops.
Media products and preferences
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
XersBoomers Matures Male Female
% % % % % % % %Mobile/Cellular phone
(basic phone for calling and texting)84 82 83 85 85 71 87 80
Non-Flat Panel TV (CRT or Tube TV) 77 83 77 78 72 76 77 77
Standalone DVD player (in the home) 65 60 62 68 65 56 65 64
Radio (traditional AM/FM radio) 61 62 57 61 61 69 58 65
Stereo system 39 38 34 42 40 45 39 40
Desktop computer (PC or Mac) 31 44 42 25 26 22 37 24
Digital camera or camcorder (separate from your
mobile/cellular phone)25 18 23 27 28 36 25 25
Flat Panel TV (LCD or Plasma) 23 19 24 21 29 25 23 23
Portable DVD player 8 9 10 8 6 7 7 10
-
8/7/2019 State%20of%20the%20Media%20Democracy
7/12State of the Media Democracy - India 7
Gaming
Video games are a favourite among the Millennials.
The mobile phone is the preferred media used by the
Millennials to play games followed by the computer.
Around 40% of the Millennial polled for the mobile
phone and computer. The seniors, GenXers and above,
seems to stay away from video games.
Media used to play videogames
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
Xers
Boomers Matures Male Female
% % % % % % % %
Mobile/cellular phone 32 45 40 32 22 5 36 27
Computer (PC or Mac) 19 41 40 12 3 0 26 11
Other Game Console 2 5 2 1 0 0 2 1
Smartphone (iPhone, Blackberry, etc.) 1 1 0 1 0 0 1 0
Playstation 2 1 2 1 0 0 0 1 0
Handheld (Nintendo DS, Gameboy, Sony PSP, etc.) 1 5 0 1 0 0 2 1
Have not played a videogame in the past 6 months 60 35 44 64 77 95 53 68
Played newly released videogame (favorite method)
Mobile/cellular phone 23 25 19 25 22 9 23 22
Computer (PC or Mac) 16 32 35 9 1 0 22 8
Handheld (Nintendo DS, Gameboy, Sony PSP, etc.) 1 5 1 0 0 0 1 1
No response 59 35 43 64 76 91 52 68
-
8/7/2019 State%20of%20the%20Media%20Democracy
8/128
Internet activities
Usage of internet by people of different age groups,
gender depends upon number of factors such as: -
quality of internet speed, the activities for which internet
is used, benefi ts of using internet, publicity of the
internet content, online purchasing etc.
The activities for which internet is used can be
bifurcated into: - emailing, messaging, reading news,
seeking information, online gaming, watching/listening
to contents, using web cams, audio chatting etc.
Few users also use internet to their advantage. They
receive free products, money, discount vouchers etc.
for posting or creation of internet content like blogs,
photos, music or software while others use it to spend
money and make online purchases.
Millennials are way ahead in internet usage as
compared to the others, with 45% of Leading
Millennials using the internet for emailing friends and
family. They are also highly active in using services likewebcams, audio chatting, online gaming, purchasing
products etc. In gender comparison men are leading the
women and Matures use the internet the least.
As compared to other age groups close to 45% of the
Millennials perceive connection speed as an important
feature of internet and are even willing to pay a little
more if it helps them downloading videos at a faster
speed.
Millennials again lead the rest when it comes to
creation and maintaining of internet contents like
maintaining own web site, uploading photos and
videos on the internet, maintaining a profi le on social
networking site, contributing to blogs etc.
All age groups preferred to spend more time on
professionally generated data rather than User
generated. More than 20% of the Millennials have
learned of a new product while going online and
have 15% have made purchases made on online
recommendations. They lead the pack in the onlinepurchase world.
Internet activities
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
XersBoomers Matures Male Female
% % % % % % % %
E-mailing with friends or family 19 28 45 13 7 3 29 10
Instant messaging with friends or family 18 25 40 12 7 3 26 8
Using search engines like Google,
Yahoo or Ask.com 17 24 36 12 5 2 26 6
Seeking personal interest information
(entertainment, travel/leisure, sports)14 24 30 12 4 1 21 7
Socializing (via social networking sites, chat
rooms or message boards)13 18 26 10 4 2 19 5
Researching for business or school 13 28 24 7 3 2 18 6
-
8/7/2019 State%20of%20the%20Media%20Democracy
9/12State of the Media Democracy - India 9
Media Conversations
Quite often, articles/news from newspapers, TV shows,
books, magazines, web sites, music, movies etc. fi nd a
way in day-to-day conversations at home, workplace or
between friends.
Overall newspapers are the most discussed, with
maximum discussions being done by Boomers
(39%) followed by the GenXers (36%) and Leading
Millennials (35%). Television shows are the next most
important thing discussed by people in all age groups.
Music, movies and advertisement form the balance four
in the list of top fi ve of discussion topics. The Leading
Millennials lead the pack when it comes to discussing
music, movies and advertisement.
Media conversations: Summary of discussions on media
Generation Gender
AllTrailing
Millennials
Leading
Millennials
Gen
XersBoomers Matures Male Female
% % % % % % % %
Newspapers 35 29 35 36 39 27 37 32
Television Shows 26 25 23 27 28 27 22 30
Music 19 20 22 20 13 13 20 17
Movies 11 11 13 13 8 10 11 12
Advertisements 10 11 10 11 7 6 10 9
Books 9 26 16 4 1 2 9 8
Magazines 6 4 7 6 6 6 6 6
Radio programming 5 3 4 6 6 11 6 5
Web sites 4 6 7 3 2 0 6 2
Videogames
(handhelds, PC, console, mobile/cellular phone)4 7 7 3 2 2 6 2
Social networking sites 3 2 5 2 2 0 4 1
Virtual worlds 1 2 2 1 1 0 2 1
-
8/7/2019 State%20of%20the%20Media%20Democracy
10/1210
Future Media Attitudes and
Expectations
The advent of newer technologies on an ongoing basis
is the result of demands from various age groups and
gender. Users of these technologies wish that their
devices should provide them with features like GPS to
enable them to locate friends, shops, hotels etc. Other
technologies that are widely demanded are music and
video portability, getting product info by scanning
barcode by mobile phone, online availability on books
and newspapers etc.
Quite a few users are also interested in technology that
enables them to buy products on TV that are featured in
commercials, 3D televisions.
Millennials are more eager (>50%) compared to other
age groups for demand in technology relating to GPS,
locating friends, shops, hotels, music, movies portability,
online availability of books and newspapers etc.
Millennials surge ahead of other age groups when it
comes to demanding technologies like buying products
shown on TV, watching 3D movies at home, playing 3D
games at home with game controllers that react to users
body movements etc.
Also the Millennials are far more interested in integration
of TV and computer so as to view internet content on TV.
Future Media: List of desirable products
GenerationGeneration GenderGenderAllAll TrailingTrailingMillennialsMillennials
LeadingLeadingMillennialsMillennials
GenGenXersXers BoomersBoomers MaturesMatures MaleMale FemaleFemale
% % % % % % % %A feature on my mobile phone that would allow meA feature on my mobile phone that would allow meto physically locate my friends and for them to locateto physically locate my friends and for them to locatememe
4444 5757 5555 4040 3535 2222 4848 3939
A feature on my m obile/cellular phone that wouldA feature on my mobile/cellular phone that wouldallow me to locate shops, restaurants, hotels, etc,allow me to locate shops, restaurants, hotels, etc,within a spec ifi ed radiu s of my loca tionwithin a specifi ed radius of my location
3939 5353 5252 3434 3232 1919 4444 5353
The ability to move my mu sic, television shows, podThe ability to move my music, television shows, podcasts, movies, etc. to any devices and platforms thatcasts, movies, etc. to any devices and platforms thatI own without any problemsI own without any problems
3535 4545 4343 3131 3030 1515 3838 3131
The ability to access product information for aThe ability to access product information for aproduct Im interested in buying by simply scanningproduct Im interested in buying by simply scanninga bar code w ith my mobile-phone/hand-held devicea bar code with my mobile-phone/hand-held device
3333 4242 4343 3030 2626 2222 3535 3131
Books, magazines and new spapers will all beBooks, magazines and newspapers will all beavailable online, to downloaded onto your PC,available online, to downloaded onto your PC,portable or handheld deviceportable or handheld device
3131 4444 3737 2929 2323 1313 3333 2828
The ability to click to buy products on m y televisionThe ability to click to buy products on my televisionthat are featured in a TV show or comm ercialthat are featured in a TV show or commercial 2929 3939 3939 2424 2323 1717 3333 2424Watching 3-D video in my homeWatching 3-D video in my home 2929 3636 3838 2828 2222 2020 3333 2525I would like to have a videogame controllers that areI would like to have a videogame controllers that aresimilar to real gearsimilar to real gear 2828 4040 3434 2525 2020 1717 3030 2525An online service that recomm ends a product basedAn online service that recommends a product basedon other consum ers preferenceson other consumers preferences 2727 3737 3535 2323 2323 1010 3232 2121I would like to have a videogame that does notI would like to have a videogame that does nothave a traditional controller, but reacts to my bo dyhave a traditional controller, but reacts to my bodymotionsmotions
2626 4040 3838 2121 1818 2020 3030 2323
Playing 3-D videogames in my homePlaying 3-D videogames in my home 2525 3434 3232 2121 2020 1515 2929 2020
-
8/7/2019 State%20of%20the%20Media%20Democracy
11/12State of the Media Democracy - India 11
-
8/7/2019 State%20of%20the%20Media%20Democracy
12/12
In this material Deloitte refers to Deloitte Touche Tohmatsu India Private Limited (DTTIPL), a Company established under the Indian Companies Act 1956, as amended.
DTTIPL is a member fi rm of Deloitte Touche Tohmatsu, a Swiss Verein whose member fi rms are legally separate and independent enti ty. Please see www.deloitte.com/
about for a detailed description of the l egal structure of Deloitte Touche Tohmatsu and its member fi rms.
This material and the information contained herein prepared by DTTIPL, is intended to provide general information on a particular subject or subjects and is not an
exhaustive treatment of such subject(s) and accordingly is not intended to constitute professional advice or services. T he information is not intended to be relied uponas the sole basis for any decision which may affect you or your business. Before making any decision or taking any action that might affect your personal fi nances or
business, you should consult a qualifi ed professional adviser.
None of DTTIPL, Deloitte Touche Tohmatsu, its member fi rms, or its and their respective affi liates shall be responsible for any loss whatsoever sustained by any person
who relies on this material.
2010 Deloitte Touche Tohmatsu India Private Limited