During the UK’s COVID-19 lockdown we are seeing changes to everyone’s media habits, from Facebook quizzes with neighbours, video calls for work, and more time spent in front of the TV. If we look to streaming services as an example, the mood of audiences may be likely to have shifted from being overwhelmed with content choices, to not being able to get enough programming to fill the increased ours at home.
Undoubtedly during this period, there will be risks and opportunities for media brands old and new as we increasingly look for new ways to fill our time.
In this piece we use data from the BBC’s Compass panel and our Streaming 360* survey, along with our expertise in media trends to explore what opportunities lockdown holds and how media brands can win over new and existing audiences and meet enduring needs as they happen during this global crisis.
*Streaming 360 is a new multi-client research product that helps clients refine platform positioning, enhance marketing strategy, and improve audience targeting and acquisition. It also delivers robust metric tracking of the ever-evolving streaming landscape. The cornerstones are customisable advanced analytics and insight delivery through powerful, predictive models and online tools. The study captures the interaction of consumer behaviour and attitudes, and the metrics to model intentions towards more than 50 different streaming services.
Essential Digital Skills UK 2021
For the third year, Lloyds Bank commissioned Ipsos MORI to research the ‘Essential Digital Skills’ of the UK adult population and has launched the results from the first wave of research since the start of the COVID-19 pandemic. This research is conducted on behalf of the Department for Education and follows the launch of the Consumer Digital Index earlier in the year, which measures the digital and financial lives of the UK population.
Understanding child safety and video gaming with GameTrack
Ipsos MORI has undertaken research on behalf of the Interactive Software Federation of Europe (ISFE) to explore how children aged up to 15 years old are using communication features when playing videogames and how parents are controlling and monitoring this online interaction to help safeguard their children.