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Mcsey
&company
The
‘a(chǎn)ttention
equation’
Winningtherightbattles
forconsumerattention
Copyright?2025McKinsey&Company.Allrightsreserved.
Nopartofthispublicationmaybecopiedor
redistributedinanyformwithoutthepriorwrittenconsentofMcKinsey&Company.
Themediaindustryhaslong
focusedonthequantityof
consumerattentionrather
thanthequality.Asaudience
distractionandfragmentationgrow,understandingattention’struevalueiscriticaltosuccess.
Contents
Introduction2
Thedistractedstateofconsumerattention4
Howattentiondrivesperformanceinstreamingplatforms
Keyconsiderationsformediastakeholders
18
20
Themissingpieceoftheattentionequation8Attention-drivencustomersegments:
Buildingafutureonattention
22
Thethreemostvaluabletypesofconsumers12
Authorsandacknowledgments
23
‘Superattention’versus‘superusers’:
Drivingmediaspend16
Appendix
25
Introduction
A
nyonewhohasspenttoomuchofaneveningtryingtochoosebetween
entertainmentoptionsorping-pongingbackandforthbetweentheirTVscreenandtheirphonewhileattemptingtowatchanewshowormovieknowshow
manydifferentformsofmediaarefightingfortheirattention.
Mediabusinesses,creators,marketers,andbrandshavetrackedthishigh-stakescompetitionforconsumerattentionbutoftenequateittoacontestforconsumption,comparingboxscoresofhourswatchedoreyeballsreached.
Thisfocusonthequantityoftimespent—orthesizeofaudience—overlooksamoreimportantissue:thequalityoftimespent.Notallconsumerattentioniscreatedequal.Consumptionandmonetizationvarywidelyacross20majormediumsintheattentioneconomy,anddiffering
levelsofattentionareakeyreasonforthatvariability.
NewMcKinseyresearchsuggeststhatthemediabusinesshasbeenmissingthefullstoryon
consumerattention.Backedbyanin-depthsurveyof7,000consumersworldwide—including
3,000intheUnitedStates,whichformthebasisforthisreport—wehavedevelopedan“attentionequation”thatrevealsthefulldriversofattentionvalue.1Attentiondoesn’tsimplyequalthe
amountoftimespent;itequalstheamountofvaluabletimespent,drivenbyfocusandintent.(Formoreabouttheresearch,includingadditionalfindings,seetheappendix.)
Thisnewwayofthinkingaboutmediamonetizationincludesanassessmentofwhatmakes
attentionvaluable,whichmediaformatsaremostefficientatmonetizingattention,howdistinctconsumersegmentsapproachmediaconsumption,andstrategiesandquestionsformedia
playerstoconsiderastheycompeteintheattentioneconomy.(UsetheinteractivecalculatoronMcKtoestimatethevalueofattentionwithdifferingmediumsandotherfactors.)
1Unlessotherwisenoted,alldatainthisreportcomefromthissurvey.
2The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Notallconsumer
attentioniscreatedequal.Wehave
developedan
attentionequation
thatexplainswhy.
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention3
4The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Thedistractedstate
ofconsumerattention
Thechallengeofattractingandretainingconsumerattentionisamatterofsupplyanddemand.Thesheervolumeanddiversityofcontentavailabletoaudiencesisgreaterthaneverbefore.Butthetimethatpeoplehaveorarewillingtodevotetoconsumingthosevariousformsandformatsofmediaandentertainment,includingvideo,audio,gaming,print,socialplatforms,andlive
events,isfinite.
Overthepastdecade,thetotalnumberofhourseachdaythatconsumerswatch,listento,
read,orotherwiseinteractwithcontenthasbarelygrown,increasingroughly1to2percenta
year.Atthesametime,technologicalinnovationsinproductionanddistribution,theriseofuser-generatedcontent,andtheproliferationofpremiumcontenthavecreatedadizzyingarrayof
choices.Thereare50timesmoreamateuruploadersthanprofessionalsonSpotify,25,000timesmorehoursofcontentproducedlastyearonYouTubethanonalltraditionaltelevisionnetworks
andvideostreamingservices,andeverynewtelevisionseasonandmoviereleasecompetesfortimeonthesameplatformsthatoffernearlyeveryseriesandfilmthatcamebeforeit.
Thereisn’tonlymorecontenttoconsumebutalsomoredevicestoconsumeiton—often
simultaneously.Anoverwhelmingmajorityofmediaconsumers,acrossgenerations(includingalmosttwo-thirdsofbabyboomers),nowroutinelybrowsetheinternetorappswhilewatchingTV.Newcontentincreasinglyiscreatedtodriveandcatertoshorterattentionspans,with
programmingexecutivesreportedlytellingwritersthattheyshouldassumeviewerswill
beaccessingtwoscreensatonce.Mediamultitaskingissoprevalent,bothinprofessionalandpersonaltime,thatAmericansnowspend,onaverage,roughly13hoursadayengagingwithmedia.2
Unsurprisingly,thisexplosionincontent,platforms,anddeviceshasfragmentedconsumers’collectivefocus,makingitonlymoredifficultforcompaniestoeffectivelymonetizethepublic’sshiftingengagementhabits.Inflation-adjustedmediarevenuehasremainedrelativelyflatin
recentyears,asthegrowthinconsumptionacrosssocialmediaplatforms,videostreamingservices,anddigitalaudiohasn’tgeneratedlevelsofconsumerspendingorprofitthatarecomparablewithcabletelevision,legacyprintpublications,movietheaters,andphysical
media.Digitalmediatendstogenerateasmallershareofrevenueandprofitcomparedwithitsshareofconsumption(Exhibit1).
2EMARKETERdatabase,January2025.
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention5
Exhibit1
Consumptionofnewconsumermediaisgrowingfast,butithasn’tprovenaspro?tableaslegacyformatshave.
ShareofUSconsumermediaconsumption,revenue,andearningsin2024,bymedium,%
0
3
Consumption
4
5
7
19
23
20
21
1.5
trillionhoursperyear
3
Revenue
15
6
12
15
7
17
26
$570
billion1peryear
13
4
13
17
4
13
33
Earnings2019–24CAGR,%ConsumptionRevenue
Live3
–4
3
Digitalpublishing?
4
6
Printpublishing?
–1
–6
Gaming?
5
9
Social?
8
18
Audio?
2
4
Streaming?
13
24
Linearvideo10
–4
–5
$130
billion2peryear
Note:Figuresmaynotsumto100%,becauseofrounding.
1Doesn’tincludesearchrevenue.2Enterprisepro?tpool;includespro?tfromprofessionalcontentcreators(eg,studios)butnotfromindividualcreators(eg,
inluencers,musicians).3Amusementparks,livemusic,sportingevents,andtheatricalvideo(doesn’tincludetheater).?Digitalmagazinesandnewspapers.?Print
books,magazines,andnewspapers.?Console,mobile,andPCgames.?Socialmediaandsocialvideo.?Audiobooks,digitalmusic,podcasts,andradio.?Advertisingvideoondemand(VOD),freead-supportedstreamingTV,subscriptionVOD,andvirtualmultichannelvideoprogrammingdistributors.10BroadcastandpayTV.
Source:EMARKETER;MAGNA;Omdia;PwC;McKinseyanalysis
McKinsey&Company
Outof20primarymediaarenasweanalyzedthatarevyingforconsumers’attention,thevalue
ofanhourofconsumptionrangedfromhighsof$33perhourforlivesports,$24perhourfor
amusementparks,and$17perhourforliveconcertstolowsof$0.12perhourfordigitalmusic,
$0.11perhourforradio,and$0.05perhourforpodcasts(Exhibit2).Notably,thoughsocialmediaandsocialvideoareamongthefastest-growingarenasintermsofmonetization(revenueper
hourisprojectedtogrow10and7percentannually,respectively,from2024to2028),they
currentlyfallsquarelyinthemiddleofthenonlive-mediapack,garnering$0.25perhour.By
contrast,legacy-mediaformatssuchasprintnewspapers,magazines,andbooks,whiledeclininginvalue,stillgeneratethehighestlevelsofmonetizationafterliveeventsandgaming,wellaheadoftheirdigitalpeers.
6The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Exhibit2
Consumermediamonetizationvariesconsiderablyacrossmediums.
USconsumermediamonetizationin2024,bymedium,value/hourofconsumption
Advertising
Nonadvertising
$32.54
Sportingevents
$17.18
Amusementparks
$24.96
Liveeventor
physicalmedia
Gaming
DigitalmediaAudiomedia
$7.18
$1.50
$0.62
Livemusic
Theatricalvideo
ConsoleandPCgames
newspapers
$0.46
Mobilegames
$0.45
Linearvideo
$0.37
Book
publishing
$0.37
vMVPDs1
$0.36
magazines
$0.32
Streamingvideo
$0.27
Digital
newspapers
$0.25
Socialmedia
$0.24$0.25$0.15$0.12$0.11$0.05$0.36
DigitalSocialAudiobookDigital
Radio
PodcastTotalmedia
magazinesvideo2industrymusic
industry
industryindustry
1Virtualmultichannelvideoprogrammingdistributors.AdvertisingrevenueonlyappliestovMVPD-speci?cadvertisementslots.RevenuefromadvertisementsairedonvMVPDsbutsoldaspartoflinearpackageappearsinlinearvideorevenue.
2IncludingYouTube.
Source:EMARKETER;MAGNA;Omdia;PwC;McKinseyanalysis
McKinsey&Company
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention7
Sportingevents,amusementparks,videogames,andtraditionallinearvideoarethemosteffectivemonetizersofattention,generatingthegreatestrevenueperhourrelativetotheirlevelsofconsumption(Exhibit3).Mediaoperatorshaveinvestedheavilyinthefirstthree
mediums,withnewlaunches(suchasUniversal’sEpicUniverse)poisedtobenefitfrom
highlyefficientmonetization.
Whilelegacymediaisretreatingfromtheefficientmonetizationfrontier,3digitalmediumsare
growingtowardit.Althoughthismonetizationvarieswithinmediums,themediumsacrosswhichanorganizationoperatesgoalongwayindetermininghoweffectivelythatorganizationconvertsattentionintorevenue(and,ultimately,profit).
Exhibit3
Digitalmediaisapproachingthee代cientmonetizationfrontier,andlegacymediaisretreatingfromit.
USconsumermediaande代cientmonetizationfrontier1in2024,bymedium
Projected$/hour2024–28CAGR,%
100
Sportingevents
–202510
Amusementparks
Livemusic
Theatricalvideo
10
ConsoleandPCgames
PrintnewspapersPrintmagazines
E代cientmonetization
frontier
$/hour
consumed,1
logscale
Bookpublishing
Mobilegames
Linearvideo
Streamingvideo
Socialmedia
vMVPDs2
RadioDigitalmusic
Socialvideo
0.1
Circlesize=pro?tpool,$billion
2
DigitalnewspapersDigitalmagazines
15
PodcastsAudiobooks
45
050100150200250300350
Hoursconsumed/year,
billion
1Activitiesthatmaximizeanoutputforagivenlevelofinputsorconstraints.Forconsumerattentionmediums,itrepresentshighestlevelofmonetizationforanygivenlevelofconsumption.Mediumsone代cientmonetizationfrontierachievehighestlevelofmonetizationforgivenlevelofconsumption(eg,nomediumhasbothhighermonetizationandmoreconsumptionthanconsoleandPCgames).
Source:EMARKETER;MAGNA;Omdia;PwC;McKinseyanalysis
McKinsey&Company
3Anefficientmonetizationfrontiercomprisesactivitiesthatmaximizeanoutputforagivenlevelofinputsorconstraints.Forconsumerattentionmediums,itrepresentsthehighestlevelofmonetizationforanygivenlevelofconsumption.
8The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Themissingpiece
oftheattentionequation
Whataccountsforsuchwidedisparitiesinmediamonetization?Partofitstemsfromwell-
understoodfactorssuchastheunderlyingindustrydynamicsandcontentscarcity,themixofconsumerdemographics,andtherelativeeffectivenessofadvertisingacrossmedia.However,newMcKinseyresearchshowsthattraditionalcommercialfactorssuchasconsumervalue,
platformsophistication,andindustrystructure—orwhatwecallthe“commercialquotient”—
explainonlyabouttwo-thirdsofthevarianceinattentionmonetization.Theotherthirdisdrivenbythequalityofconsumers’attention,orthe“attentionquotient,”afactorthathasn’t
beenfrontandcenterinmostdiscussionsaboutmediamonetizationuntilnow.
Basedonoursurveyof3,000USconsumers,wehavedevelopedanattentionequationthat
combinesthesetwoquotientstomeasurethetruevalueoftimeconsumersspendwithdifferentmediaformats—andforthecontentandbrandstheyengagewith(Exhibit4).Intheprocess,it
helpsexplainoverthree-fourthsofthevariabilityinmonetizationfordifferentnonlivemediums.4
Theattentionquotientconsistsoftwoprimarycomponents:consumers’leveloffocus,orhowactivelyengagedtheyarewiththecontent,andthejobtobedone,orwhytheyareconsumingthecontent.
Leveloffocus
Ourresearchrevealedseveralinsightsaboutwhereandhowconsumers’focusdiffers
acrossmedia:
—In-personexperienceselicitthehighestlevelsoffocus,perhapsnotsurprisinggiventhereactionthepersonsittingnexttoyouinamovietheatermighthaveifyoustartedscrollingthroughvideoreelsonyourphone.
—Books(digitalandphysical)engageaudiencestoacomparabledegreewithlive
experiences(highfocus:81percentversus71to88percent,respectively),farhigherthanothertext-basedcontent(62percentfornewspapersormagazines)andmostotherformsofentertainment.
—ConsoleandPCgamingistheonlydigitalmediumthatgetsclosetolivelevelsoffocus(highfocus:73percentversus71to88percent,respectively),farhigherthanotherformsofvideo-basedcontent(thenexthighestisstreamingvideo,at57percent).
—Inthedigitalrealm,communalexperiencescorrelatewithfocus.Videogamesand
streamingvideoarethemostcommunalformsofdigitalmedia(about40percentof
consumptiontimeisspentwithothers),elicitinghigherfocusthanmoresolitaryactivitiessuchassocialvideoormobilegaming.
4Whilelivemediumsfollowasimilartrendtothatdescribedintheequation—greaterattentiondrivesgreatermonetization—theiroutliermonetizationversusnonliveeventsrequiresaseparateequationtomodel.Statisticaloutputsoftheattentionequationthatfollowapplytomonetizationofnonliveevents.
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention9
—Evenwithinmediaformats,therecanbeawidedisparityinleveloffocus.Forinstance,
higherfocusinstreamingvideoversuscableTVversusFASTTV5versussocialvideo.Also,differentplatformselicitdifferentlevelsoffocus(somestreamers,forexample,inspirefarmorefocusedviewingthanothers).
—Youngerconsumersaren’tlessattentive;theyjustpayattentiontodifferentmediums.
GenZconsumersandbabyboomersreportthesamelevelofaveragefocus,butit’ssplit
acrossdifferentmediums:GenZconsumersarehighlyfocusedwhenplayingvideogames,usingthesameleveloffocusboomersexertwhilereadinganewspaper.Thegreatest
disparitycomesinattendinglivesports,withboomersbeingfarmorefocusedthanGenZers(thoughGenZreportsmodestlymorefocuswhenwatchinglivesportsontelevision).
—Overall,themorefocusedconsumersare,themorelikelytheyaretospend.Across
consumers,a10percentincreaseinaveragefocuspaidacrossmediumsisassociatedwith
a17percentincreaseinspendacrossmediums.Consumersinthetopquartileoffocusspendtwiceasmuchasthoseinthebottomquartile.
5Freead-supportedstreamingTV,orFASTTV,includesplatformssuchasPlutoTVandTubithatofferfreeprogrammingondemandwithoutasubscription.
Exhibit4
The‘a(chǎn)ttentionequation’providesafullerunderstandingofthevalueofconsumermediamonetizationbyfactoringinthequalityofattention.
‘Attentionequation’linearregression
usedtoestimaterevenue/hourofconsumermediamediums
‘Attentionquotient’
3×4
‘Commercialquotient’
1×2
Consumervalue
Focus
Intent
Platform
sophistication
Purposeof
consumptionas
de?nedby5potentialjobstobedone
Leveloffocuspaidwhileconsuming
(eg,multitasking,mindwandering)
Economicworth
ofconsumers
foragivenmedium:
lAverageincome
lPercentageof
“superspenders”encompassed
lAge(younger=highervalue)
lReceptivitytoadvertising
$/hourviewed
Sophisticationandefectivenessof
+
=
platformofmediaconsumption:
lIndustrystructure
lAdvertising
availabilityandintegration
lDataavailability
lTechnologicalsophistication
1/3ofexplanatorypower
2/3ofexplanatorypower
r2=0.80,explaining80%ofvariabilityinmonetizationfornonlivemediums
Note:r2isproportionorpercentageofvarianceexplainedbyaregression.
McKinsey&Company
10The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Thejobtobedone
Theprimarypurpose,orjobtobedone,ofmediaconsumptiontypicallyfallsintooneoffivecategories.Thefollowingaretheprimaryjobstobedoneandthemediatypesthatfallintoeachcategory,listedfrommosttoleastvaluable:6
—‘ToenjoysomethingthatIlove.’In-personexperiences—includingliveconcertsandmusic
festivals,themeparks,sportingevents,andmovietheaters—dominatethiscategory.Physicalbooksand(toafarlesserextent)audiobooksarealsoconsumedprimarilyforlove,asare
certainnichestreamingservices(suchasthoseoutsideofthetopsevenstreamingplatforms,focusedonaspecificgenreofcontent).Digitalmusicisalsoconsumedprimarilyforlove,butit’stheraremediumthat’sconsumedalmostasheavilyforbackgroundambience(34percentconsumeforloveversus20percentforbackgroundambience;backgroundambienceis
secondonlytoradio).
—‘Foreducationandinformation.’Thisistheprimaryjobtobedonefornewspapers,
magazines,andpodcasts.Physicalbooks,audiobooks,linearcable,andYouTube(butneitherInstagramreelsnorTikTok)overindexonthisrole.
—‘Forsocialconnection.’Thisistheprimaryjobofsocialmediasites(Facebookmoresothanothers).Socialvideo(includingInstagramreelsandTikTokbutnotYouTube),liveevents,andvideogamesoverindexonthisrole.
—‘Forlightentertainmentandrelaxation.’Thisistheprimaryjobofcabletelevision,video
streaming,socialvideo,andmobileandconsolegaming.Ofthatgroup,videostreamingandconsolegamingaremostlikelytoalsobefrequentlyconsumedforlove.Therelativevalue
oflightentertainmentisthesameasthatofsocialconnection,meaningtheattentionequationpredictsthesamemonetizationvalueforeachjob.
—‘Forbackgroundambience.’Thisistheprimaryroleofradio,withdigitalmusic,podcasts,andcabletelevisionalloverindexingaswell.
Addingtheattentionquotienttotraditionalcommercialdriversimprovesourabilitytopredict
monetizationperhour,anditprovidesvaluableinsightsaboutwhysomemediumsmonetize
betterthanothers,alongsidehowmonetizationlevelsmaychangewithtime(Exhibit5).For
instance,anequationestimateofmonetizationthat’shigherthanitsactualvalue(forstreamingvideo,forexample)mayimplythatthemediumisundermonetizedandthatrevenuecanorwillacceleratewithrespecttoconsumption.
6Twoadditionaljobstobedoneweremeasuredinthesurvey,buttheyweren’ttheprimaryorsecondaryjobforanymedium:
“forinspirationandmotivation”(audiobooks,short-formsocialvideo,anddigitalmusicsometimesfillthisrole,albeittoasmalldegree)and“toinformapurchase”(newspapers,magazines,andInstagramreelsandTikTokoccasionallyfillthisrole).
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention11
Exhibit5
The‘a(chǎn)ttentionequation’improvespredictionofconsumermediamonetizationbycombiningtraditionalcommercialfactorswiththe‘a(chǎn)ttentionquotient.’
Predictedconsumermediamonetizationvaluesthrough‘commercialquotient’(CQ)and‘a(chǎn)ttentionequation,’byUSmedium,1$/hour
Keytakeaways
Undermonetizedwithvaluableattention
●ValuepredictedbyCQ●Valuepredictedbyattentionequation
Streamingvideo
games
Mobile
Newspapers
Magazines
Accuratelymonetizedwithvaluable
attention
Books
AccuratelymonetizedwithsimilarCQand
‘a(chǎn)ttentionquotient’values
Radio
Audiobooks
Linearcable
Accuratelymonetizedwithlow-value
attention
Digitalmusic
Socialnonvideo
Undermonetizedwithlow-valueattention
Socialvideo
Podcasts
Monetizationnot
gaming
fullyexplainedby
ConsoleandPC
–0.5
0
ACTUAL
0.5HIGHER
equationwithhigh-valueattention2
LOWER
PREDICTEDVALUEMONETIZATIONPREDICTEDVALUE
1Asmeasuredagainstactualmonetization/hour.Attentionequationaccuracymeasuredbydiferencebetweenpredictedvalueandactualvalue.
2Consolegamingmayhavefurthercapacitytomonetizebasedonits“attentionquotient,”iftheCQevolvesandmoreadvertisingrevenuecomesintotheformat.
McKinsey&Company
12The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Attention-driven
customersegments:
Thethreemostvaluabletypesofconsumers
Whilethemorestandardpracticeofsegmentingmediaconsumersbydemographics,income,spend,andconsumptionprovidesvaluableinsightsintoconsumerbehavior,theattention
equationaddsanotherimportantlens:thequalityofconsumers’attentionbasedonunderlyingattitudesandbeliefs.7Thismethodologycharacterizesconsumersnotbytheirtimespentbutbytheircommercialvalueandthevalueoftheirattention.
Basedonalarge,representativesampleoftheUSpopulation,ouranalysisidentifiedsevencustomersegments.Ofthatsample,about40percenthavehighattentionandcommercialvalueandaredefinedbythreedistinctsegments:
—‘Contentlovers,,theentertainmentomnivores(13percentofallconsumers).Curiousandpassionate,theyspend2.4timesmoremoneyoncontentandconsume1.7timesmore
contentthantheaverageconsumer.They’rethesuperfans,castingtheirconsumptionnetswidetoseethemoviefranchise,watchthespin-offshow,ridethethemedrollercoaster,
andbuytheitemsadvertisedeachstepoftheway.
—‘Interactivityenthusiasts,,theimmersionseekers(16percent).Competitiveandlively,
theylovevideogames,sports,onlinebetting,andcomedy.Theypreferendorsementsto
7Weused14differentattitudinalstatementstoidentifythedifferentconsumersegments:(1)“It’stooexpensivetoconsumeallthecontentthatIwantto”;(2)“I’llavoidadvertisementsatallcosts,evenifitmeansthatIhavetopaymore”;(3)“I’mworried
aboutsharingtoomuchofmypersonalinformationanddatawithmediacompanies”;(4)“I’malwaysconsumingsometypeof
contentormedia—Ican’tnothavesomethingtowatch,listento,play,read,etcetera”;(5)“I’mhappiestwhenI’munplugged”;
(6)“Ipreferconsumingcontentinperson,suchasattendingcomedyshowsandconcerts,overconsumingitdigitally,suchas
watchingTV”;(7)“I’mverycuriousandalwayslookingtolearnnewthings”;(8)Ipreferleaninginandengagingfullywiththe
contentthatIconsumewithoutdistractionoverleaningback”;(9)“Iprefercontentthat’sinteractive,suchasplayingvideo
games,overcontentthat’spassive,suchaswatchingTV”;(10)I’dratherconsumecontentthat’screatedbypeoplelikeme,
suchassomeoneonYouTube,thancontentcreatedbyprofessionals,suchassomethingfromHollywood”;(11)“It’shardto
figureoutwhatcontentIwanttoconsume”;(12)“I’mveryextrovertedandfeelmostenergizedwhenI’msocializingwithothers”;
(13)“Iliketostayontopofthelatesttrends”;and(14)“Shoppingisoneofmyfavoritehobbies.”Alongsidetheseattitudinalbeliefs,weincludeda“mostmissed”categoryinwhichconsumerswereaskedtoindicatetheformofmediatheywouldbemostupsettoloseifitwereremovedfromtheirlivescompletely.
The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention13
advertisements,overindexonpreferenceforuser-generatedcontent,andspendagood
amountoftheirtimeinonlinemessageboardssuchasReddit.Althougheagerconsumers,theyfindthemodernmedialandscapeconfusing,difficulttonavigate,andoverlyexpensive.
—‘Communitytrendsetters,,theculturecreators(10percent).Extrovertedtastemakers,theyseekoutlargecommunaleventssuchasconcerts,movies,andthemeparks.They’reactiveonsocialmediaanddriveonlinecultureandfandom,oftenwithoutsizespendingontheir
hobbiesandinterests.Theyenjoyadvertisementsmorethananyothersegment,andwhenthey’renotsettingtheculturalconversation,they’reshopping.
Whilecontentloversareinaclassoftheirown,interactivityenthusiastsandcommunitytrendsettershavesimilarcommercialcharacteristicsdespiteasignificantgapintheir
attentionvalue(Exhibit6).
Exhibit6
Distinctconsumerattentionsegmentsexistatdiferentlevelsofcommercialperformance.
RelativevalueofUSconsumerattentionsegments,by‘commercialquotient’and‘a(chǎn)ttentionquotient’
1.0
0.8
0.6
Commercialquotient,%
0.4
0.2
0
13
“Content
lovers”
“Communitytrendsetters”
10
“Interactivityenthusiasts”
16
Mobile
scrollers
“Digital
traditionalists”
“Legacyholdouts”
“Thriftythinkers”
1110
1129
0.20.60.81.0
Monetizationvalue
LowMediumHigh
Circlesize=
populationshare
ofeachsegment,%
Attentionquotient,%
Source:McKinseyConsumerAttentionSurvey,3,000USparticipants,2024
McKinsey&Company
14The‘a(chǎn)ttentionequation’:Winningtherightbattlesforconsumerattention
Theremaining60percentofconsumersareclusteredingroupswithlowerattentionvalueandlowerintrinsicvalueandaredefinedbyfourdistinctsegments.Despitesharingalowerintrinsicvalue,thesesegmentsdohavesomedisparityintheirattentionvalue,andtherearesignificantdifferencesandpocketsofvalue—ifyouknowwhere(andhow)tolook:
—‘Digitaltraditionalists,’thetech-savvylegacyviewers(10percentofallconsumers),areolderthanmembersofothersegmentsandopenminded.Theye
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