Cross Screen Engagement by Microsoft Advertising
Cross Screen Engagement by Microsoft Advertising
Cross-Screen
Engagement:
Multi-screen pathways reveal new opportunities
for marketers to reach and engage consumers
As attention shifts from evening primetime to ‘always-on’ screen time,
consumers are combining devices in new ways to multi-task, amplify
experiences, share and connect with others and get things done.
New research reveals four common multi-screen pathways and the
underlying consumer needs that drive each one. Understanding the
motivations behind these behaviors can help marketers gain digital
advantage through authentic interaction with customers under a new
set of ‘always-on’ rules.
1
Contents
Executive summary ....................................................................................................................... 3
The Markets: Australia, Brazil, Canada, the UK and the USA ............................................. 36
Marketer Implications.................................................................................................................... 38
2
Executive summary
Consumers are increasingly reliant on laptops, mobile phones,
tablets and gaming consoles for inspiration, information,
communication and entertainment. The hyper-mobility and
seamless connection among these devices is changing the way
publishers drive content—and consequently, the way businesses
shift marketing dollars.
Key take-aways
1. Four pathways of multi- 2. Consumers relate to each 3. It’s now critical that
screening behavior exist, device in unique ways; Carl marketers take a holistic view
with distinct motivations Jung’s archetypes can help of their content strategy,
behind each: Content Grazing marketers adjust messaging one where they pivot to the
(68%: separate multi-tasking to meet the consumer’s consumer need-state driving
or ‘distraction behavior’), mindset. The television is multi-screen behavior, while
Investigative Spider-Webbing ‘The Everyman’, the computer also adjusting content to fit
(57%: simultaneous, is ‘The Sage’ and the mobile the context of each screen.
information- & discovery- is ‘The Lover’. The new Cross-
driven), Social Spider- Screen Engagement study Cont...
Webbing (39%: simultaneous, introduces ‘The Jester’ as the
connection and sharing), and gaming console, the e-reader
Quantum (46%: sequential, as ‘The Dreamer’ and the
intent-based). tablet as ‘The Explorer’.
3
4. While each archetype 6. The behaviors and 7. Finally, multi-screening
illustrates unique motivations motivations are similar across consumers are open to the
and behaviors, screens are the five markets studied, right kind of advertising: 74%
no longer used in isolation. though cultural and agree that “Advertising can
Multi-screening, including infrastructure differences be helpful in telling me about
sequential, simultaneous drive some distinct attitudinal new products or brands that
and separate usage, is variances. In Australia, Brazil might interest me,” while 87%
increasingly the default mode and Canada, consumers of consumers agree that
for consumers. In fact, seven view technology as adding “It’s great that I can check
out of 10 consumers use significant value to their lives, out products or brands that
a second device in some while in the UK and US, there interest me whenever or
capacity while watching is some resentment related to wherever I see them.”
television. the ‘always-on’ mentality. And
in fact, 48% of consumers
5. Consumers are connected across all five markets say they
for nearly all their waking miss the days when they could
hours: mornings tend to do just one thing at once.
be reserved for task-based,
orientation activities, while
evenings are more reflective,
emotive and open. Marketers
should tailor their messaging
throughout the day, while
shifting from traditional
‘primetime’ moments to
meeting consumers in
their moment.
4
Approach and methodology
To uncover new insights around multi-screen behavior, we took a two-
phased approach. For the qualitative discovery phase, we interviewed
early adopters in big city markets. For the quantitative phase, we
validated our qualitative patterns using market-representative panels.
Qualitative Quantitative
We partnered with Flamingo Research to The quantitative portion of the study included
recruit consumers aged 18-54 who owned approximately 1000 consumers aged 18>65
multiple devices (a mix of smartphones, in the US and UK respectively, as well as
tablets, e-readers, gaming consoles and approximately 500 consumers in Brazil,
laptops) and used a second screen on a Australia and Canada for a total of 3586
daily basis. They participated in eight digital consumers globally. We partnered with Ipsos
diaries for five days across large cities in five OTX to use a representative market sample
markets: Sydney, Australia; Sao Paulo, Brazil; via panel and required that consumers own
Toronto, Canada; London, UK and Chicago, a representative mix of devices (smartphones,
USA. The four most compelling respondents tablets, gaming consoles and laptops).
in each market also participated in in-home We analyzed the results throughout
ethnographies. Finally, we conducted two February 2013.
“leading edge” group interviews in the US,
UK and Brazil for consumers aged 26-35 and To uncover deeper motivations and need-states
36-50 in order to establish super users whose behind each multi-screen pathway, we asked
behavior and motivations would indicate consumers a series of questions related to their
future adoption. reasons for multi-screening, activities while
multi-screening and their deeper motivations
while multi-screening. We define these
motivations or need-states (seen in charts on
pages 6 & 7) as follows:
5
Motivations Feeling/Phrase
Reassured Simplicity
Security
A feeling of trust Safe
Safe
Control In control Like I am being
Organized and on top technologically advanced
of things
6
We also refer to Carl Jung’s archetypes throughout the study,
defined in the questionnaire as:
Explorer: Lover:
An adventurer, individualist, wanderer. A friend, enthusiast, team builder.
Wants to be free to find out who she is, Wants to develop relationships and
doesn’t want to be trapped. share experiences.
Sage: Jester:
Thinker, researcher, scholar. Wants to A joker, entertainer, prankster.
discover the truth, understanding the Wants to live in the moment with
world through analysis. full enjoyment.
Hero: Caregiver:
Soldier, athlete, rescuer. An altruist, helper, supporter.
Wants to show one’s worth and improve Wants to help people and protect
the world through action. them from harm.
Outlaw: Creator:
Rebel, revolutionary, outsider. An artist, inventor, dreamer.
Wants to undo what’s not working and Wants to create something of enduring
revolt against the stale, boring normal. value, giving form to a vision.
Magician: Ruler:
Visionary, innovator, mediator. Responsible, a role model, leader.
Wants to know how the world works Wants to create a successful family
and make dreams come true. and life, achieving control.
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Introduction: from Primetime
to Always-On Screen Time
Our screens—televisions, computers, control their own flow of content—from
tablets, gaming consoles, e-readers day to night, and from screens large and
and mobile phones—have become small. We now believe User Experience has
more powerful than the sum of their toppled content’s reign as king: the ease
parts. The content we engage with on with which consumers can use a device to
our devices, whether our intent is social, enhance specific moments in his or her life
productive or entertaining in nature, helps is just as important as the content that’s
us make sense of our lives, our communities enabled through the screen.
and even ourselves.
Our Cross-Screen Engagement research
This shift presents both a challenge and an quantifies four key pathways to multi-screen
opportunity for marketers. While content engagement and the underlying need-
was once generated to fit manufactured, states driving each pathway, and identifies
marketer-created primetime spots and static resulting implications for marketers.
advertising placements, consumers now
8
The Paths to Engagement:
Content Grazing, Spider-
Webbing and Quantum
While understanding the unique relationships Screens merge, separate and rejoin in varying
people have with each screen is important, combinations. Identifying these patterns and
consumers are no longer using screens in the need-states that motivate them can help
isolation. Multi-screening, defined as using marketers simplify their approach to cross-
more than one screen at a time—sequentially, screen consumer engagement.
simultaneously or separately—is increasingly
the default mode of consuming content.
9
Content Grazing
The first and most common of the four pathways is called Content Grazing. Grazing occurs
when consumers use two or more screens simultaneously to access separate or unrelated
content. While consumers identify this behavior as “multi-tasking”, we found that it tends to
be the most habit-forming pathway, and likely closer to distraction behavior. In fact, the high
prevalence of entertainment activities suggests consumers are less concerned with getting
things done and more focused on grabbing a quick moment of fun or escape.
10
Habit, distraction and killing time are highest for Content Grazing
Habit is highest in Content Grazing scenarios compared to the other three pathways. While
most consumers choose efficiency as a reason to graze, background noise and killing time are
higher, suggesting that this habit is less about getting things done and more about overcoming
boredom or tedium with quick bursts of distraction.
multi-screening
multi-screening
11
Content Grazing helps consumers feel more in control
It’s important to note that while control is the highest, feelings normally associated with staying
organized and on top of things such as power and recognition under-index. ‘Always on’ doesn’t
necessarily mean consumers feel empowered; they likely prefer to turn on (and off ) the faucet of
ever-growing content on their own terms. Easy access to quick bursts of contextual content that
consumers can pick up easily will help them feel in control of how, when and where they digest it.
+5 -6 -1 -5 -11 -7 -7 -7
multi-screening
45%
31% 30%
24% 24% 22%
14%
12
What the screens bring to
Content Grazing
Device Role within Pathway
13
Investigative Spider-Webbing
Investigative Spider-Webbing is a simultaneous journey where consumers view related content
on two or more devices at the same time. This is a curiosity-led moment of deep engagement,
where consumers seek information or content that complements and amplifies the primary
screen experience.
14
A desire to learn more drives Investigative Spider-Webbing
Investigative Spider-Webbing fulfills a need for depth: consumers simply want more,
and they turn to another device to find it.
multi-screening
15
Investigative Spider-Webbing indexes lower on social motivations
It’s clear that Investigative Spider-Webbing is a much more introverted, information-seeking
behavior; belonging and conviviality are significantly lower compared to other multi-screening
paths. This is an individual pathway, where marketers can leverage consumers’ innate sense of
curiosity to enhance an experience with rich branded content.
-2 -1 0 -1 -4 -4 -4 0
multi-screening
60%
Avg All Pathways
Investigative
50%
35% 34%
28% 27%
25%
21%
16
What the screens bring to
Investigative Spider-Webbing
Device Role within Pathway
Laptop
• Provides the control to the TV’s enjoyment
• Knowledgeable, ‘Sage’-like personality comes through
• Satisfies information-seeking, comprehension and
understanding needs, making it a strong partner to the TV
Mobile
• More likely used if others are present as a more ‘polite’
device, though the overall situation (at home, in the
evening) is similar to the laptop
• When used with other devices, it becomes less of a
knowledge-seeking device than when it’s alone
17
Social Spider-Webbing
Social Spider-Webbing is the mirror image of Investigative Spider-Webbing; it’s extroverted, and
focused on sharing and connecting. Content is a catalyst for this pathway; it provides the spark that
provokes consumers to connect to like-minded communities and add to the conversation. One in
five consumers engage in social spider-webbing pathways while watching live events on TV.
18
Social Spider-Webbing is focused on connection
Consumers engage in Social Spider-Webbing to connect with others. Solitary experiences are
transformed into social occasions.
All
relaxing/entertaining
65% +3
+10 -6 +12 +3 +5 0 0 +1
multi-screening
60%
56% Avg All Pathways
Social
43%
37% 37%
35%
29%
22%
20
What the screens bring to
Social Spider-Webbing
Device Role within Pathway
21
Quantum
In quantum journeys, consumers leap over time, space and screen to achieve a goal.
They start an activity on one screen and continue it on another. This pathway is sequential
and distinctly intent-based; as a result, ease and productivity are paramount. Efficiency is
the dominant reason consumers take quantum pathways, with activities such as working,
shopping and completing tasks coming to the forefront. This is also the pathway consumers
are most likely to start at work or on-the-go.
22
Quantum paths are about efficiency: changing screens due
to location or ease of use
Quantum pathways are perhaps the most futuristic of all, signaling the ability to complete
tasks anywhere and on any screen. Consumers move to a second screen in this scenario
because they’re on the move, they need a better device or they want to do something with
greater efficiency.
multi-screening
I changed locations or
environments
21% +13
The first device or screen I
used was too difficult to use 18% +10
for this task
multi-screening
23
Quantum paths fulfill the need for control, but also power
and recognition
Quantum pathways suggest a strong need for consumers to feel on top of things. Power,
recognition, security and vitality are higher compared to the other pathways and indicate a
desire for consumers to feel organized, get things done—and know how to use technology
effectively to help them do it. Marketers should seek out opportunities to help consumers
feel more efficient through seamless cross-screen experiences, access to cloud storage,
personalization and rewards for using digital channels.
+2 -4 +8 +11 +5 -1 -1 +6
multi-screening
64%
Avg All Pathways
Quantum
47%
42%
40% 39%
31% 30%
27%
24
What the screens bring to
Quantum Pathways
Device Role within Pathway
TV & Streaming
• Home and evening based, when others are present
Console Content
• Provides content that is either the spark for further action
or the result of ‘digital note-taking’
• Inclusive, friendly side comes through strongly
• Can meet vital discovery and enrichment needs when it
comes to decision-making activities
Tablet
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Incidence & Day-Parting
Perhaps not surprisingly, Content Grazing is the most common multi-screen pathway; consumers
have grown accustomed to engaging with a constant stream of content. It’s simply modern
life. Investigative Spider-Webbing is the second most common, suggesting that consumers see
significant value in adding a second screen to amplify what was once a single-screen experience.
Conviviality-led Social Spider-Webbing is highest in hyper-communicative Brazil, but we expect it
to increase even more across markets as social platforms expand to wider consumer audiences.
And finally, 46% of consumers take Quantum Pathways, intent-led and often pragmatic in nature.
Content
grazing 68% 71% 70% 71% 54% 70%
Investigative
spider-webbing 57% 57% 64% 56% 47% 53%
Pathway Day-Parts
In the morning, consumers tend to be more task focused, orienting themselves to their day.
Quantum Pathways, some Social Spider-Webbing and Content Grazing are prevalent.
Content Grazing is noticeably absent in the afternoon, suggesting that consumers are more
focused on a single task and likely absorbed at work or at home. In the evening hours, multi-
tasking kicks into high gear, with Investigative Spider-Webbing continuing into the later hours.
9am-12pm
12pm-3pm
3pm-6pm
6pm-9pm
9pm-12am
26
From work to home: Mobile travels, tablets connect
While Spider-Webbing activities occur mostly in the home, Quantum pathways are rife with
opportunity to reach consumers on-the-go. The mobile phone is most likely to be the bridge
from at-work and on-the-go activities to the home. Tablets, gaming consoles and televisions
are the devices most likely used with more than one person, while mobile phones, and for the
most part, computers, remain firmly in the grasp of individual hands.
65%
60%
55%
60%
50%
55%
45%
40%
50%
35%
85% 90% 95% 100%
45%
90% 95% 100%
65%
65%
60%
60%
55%
55%
50%
45% 50%
40% 45%
85% 90% 95% 100% 50% 60% 70% 80% 90% 100%
27
Pathway Summary
Relaxation/
Dominant Relaxation/ entertainment, Shopping/
Social/Enjoyment
activity entertainment alongside Tasks
shopping & tasks
Efficiency,
Most common
Seeking detail Connect location change,
reason for Habit, distraction
& design with others better user
multi-screening
experience
Morning, Morning,
Morning & Evening &
Prime day-parts Noon & Afternoon &
Evening Night
Evening Evening
Work, Work,
Work &
On-the-go or On-the-go, Home Home
On-the-go
Home Home
Recognition,
vitality, Enjoyment, Power,
Control: enjoyment: conviviality, recognition,
”I’m in control of “I want to satisfy belonging: vitality, security:
Dominant
my moment— my curiosity; ”Adding a social ”I’m on top of
need-states
whether it’s a going deep on element makes things; and it
(by index)
task or a quick a topic is an me feel like feels good to use
bit of fun“ enjoyable way to I’m part of a tech to get things
spend my down community” done well”
time”
28
The Screens: The Everyman,
The Jester, The Sage, The Explorer,
The Dreamer and The Lover
In 2010, we partnered with BBDO and Ipsos OTX on a study called Meet the Screens, which
identifies Jungian archetypes as a way of uncovering the dominant relationship consumers have
with each device. Our new study deepens our understanding of the archetypes through multiple
points of consumer interaction, including qualitative interviews, ethnographies and quantitative
data to validate the ways consumers engage with each screen.
131
96
90 89
85
77
61 64
54
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Television:
The Everyman
Television, our most established screen, has and more consumers are using a second
fully grown into “The Everyman”; it’s the most device while watching television: seven out
popular device for multi-screening behavior. of 10 consumers use a second device while
TV delivers passive entertainment, enjoyment, watching TV. Marketers will likely find deeper
familiarity and comfort. It’s best positioned to engagement when driving consumers from the
provide emotional brand experiences that are TV to alternate screens, such as the tablet.
intuitive and easy to understand, but more
30
Gaming console:
The Jester
Gaming consoles immerse consumers in Marketers should invite interactivity and a
another world through beautifully rendered sense of fun on this medium, tapping into
graphics, compelling games, social interaction consumers’ need for competition, achievement
and streaming video. It’s also a highly social and escape.
device, with 60% of consumers globally
associating it with a sense of conviviality.
“I’m usually in a good mood and find myself quite immersed. It’s
the best for relaxing my mind from other frustrations even if it
might only be for a temporary moment.”
Markus, Canada
31
Laptop:
The Sage
The laptop and desktop informs, empowers and like learning, investigating and showing off what
teaches. Productivity is key and usually seamless. they know. Brands should adjust to this mindset
Here, consumers want a powerhouse environment by helping consumers create, get work done, stay
that deepens their knowledge and helps them be organized, shop, compare and make purchases
productive. It’s about control, but consumers also online.
associate it with enjoyment; after all, people
32
Tablet:
The Explorer
The tablet is still coming into its own, but as “The they also have the potential to be the go-to device
Explorer”, it travels light. Consumers are reluctant at home; they offer consumers more engaging
to download as many apps as they have on their experiences, even when conducting routine
mobile phones, likely because they want to keep tasks such as search and email. Marketers should
the experience clean and streamlined. They tend approach advertising on the tablet by inviting
not to want too much baggage along the way. consumers into compelling, multi-dimensional
While tablets facilitate discovery and investigation, experiences through rich media and video.
33
E-reader:
The Dreamer
The e-reader is “The Dreamer”, a place of purity
and a sanctuary from busy lives. And while
e-readers are capable of web browsing and other
common online activities, they are primarily single-
use devices; consumers use them to escape deeply
into a book, newspaper or magazine. Content for
this platform must be thoughtful and non-intrusive.
“It just does one basic function but it does it extremely well.”
Super User Group, US
34
Mobile phone:
The Lover
As the most personal device, the mobile phone The two sides emphasize the need for mobile
evokes intimacy, commitment and trust. But there content to strike a balance—“grow with me,
are signs of strain in the relationship, and many help me, but give me space.” It’s imperative that
consumers are starting to detect ‘the lover’s marketers avoid intrusive commercial messages
shadow’. The ‘ruler’ archetype begins to emerge; here, and instead, deliver relevance and value at a
mobile can have a dark side, which can nag at personal level.
consumers and demand unwanted attention.
35
The Markets: Australia, Brazil,
Canada, the UK and the US
Our qualitative interviews yielded compelling nuances among markets, yet we
found surprising consistency in the way consumers use screens—both individually
and in combination.
36
Consumer Reactions to
Multi-screen Advertising
Multi-screening consumers are open to advertising, yet it’s clear that this openness varies
depending on how and where the content is delivered. Consumers have a lower tolerance for
advertising on mobile phones, where the device demands more intimate and personal content.
Similarly, consumers tend to be sensitive to interruptive advertising on gaming consoles.
Advertising content
is more welcome 76% 57% 51%
Advertising content
is less welcome 39% 37%
37
Marketer Implications
In order to succeed in an ‘always-on’ world, marketers need to take a multi-layered
approach to content distribution, one that enables portable, personal and interactive
engagement across devices. Understanding consumer needs and motivations
throughout the pathways and partnering with the right digital enabler is essential in
order to meet consumers where and when it’s most relevant.
38
Play to Content Grazing:
• Keep it bite-sized, fun, quick and efficient • Quick bites of content via Xbox and Bing apps
• Understand the measurement implications: in Windows 8 provide fast, fun engagement
consumers may not want to hang around, for short attention spans. And in fact, scores
so dwell time and other engagement metrics for ad recall for the Windows 8 Ads in Apps
likely won’t be effective here pilot program outperform the benchmark for
microsite evaluation at a 92% rate of recall.
Windows 8 Ads in Apps PR Pilot Research, September 2012.
39
Play to Social Spider-Webbing:
• Facilitate social interaction through content • Skype is a powerhouse Social Spider-Webbing
that sparks conversation tool. Utilize Skype’s broad social platforms
• Weave your own social threads for consumers in conversational spaces. Consider hosting
to explore; keep it valuable and interactive branded Skype chat sessions during popular
live events
40
About the Microsoft
Advertising Consumer
Insights Team
Contacts:
Natasha Hritzuk Ivy Esquero
Sr. Director of Consumer Insights Thought Leadership Research Manager
[email protected] [email protected]
Kelly Jones
Head of Thought Leadership
[email protected]
While many tech and media companies conduct market research that describes what
consumers are doing, the Microsoft Advertising Consumer Insights team believes innovation
stems from getting at the why. As a result we go beyond behavior to focus on why consumers
do what they do—whether that’s choosing one brand over another, or exhibiting a preference
for a specific platform. Our goal is to create more robust insights-driven narratives that reveal
the people behind the data, making it easier for customers to tell creative, relevant and
connected stories across platforms.
© 2013 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or
trademarks in the U.S. and/or other countries.
The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft
must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy
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