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Topic: Entertainment

Entertainment focuses on behaviors and attitudes around video content, audio content, print or text-based content and games both online and offline

year: country: vertical market:

$1495

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Netpop | Play: Full Report



This report covers four key genres of entertainment - games, movies, music, and television and explores how broadband users act as both consumers and producers of entertainment online. With an ever-growing array of fan sites and online marketing vehicles, audience behaviors have shifted and millions of entertainment marketing dollars are...

$1295
July 2008

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Netpop | Play: Entertainment Content, Media & Devices in the Digital Age



With content no longer tethered to particular a medium, device or location, advertisers and business leaders cope with an increasingly complex web of consumer choices and behaviors. Devices proliferate, access is anywhere and content is set free to be enjoyed where ever and when ever… or so the story...

$1295
July 2008

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Netpop | Play: Online Entertainment and New Content Discovery



New and unexpected forms of content are now accessible across millions of websites, bringing expansive opportunities for personal choice and social interactions. This report zeroes-in on entertainment online, examining the content, sites and behaviors that shape how entertainment is experienced on the Web. Almost 1300 Netpop respondents (N=1284) answered...

$1195
July 2008

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Netpop | Play: Communitainment: The Social Side of Entertainment Online



This report zeroes in on the social interaction that takes place around the involvement of Broadbanders™ in entertainment activities. Almost 1300 Netpop respondents (N=1284) answered an expanded series of questions about their behaviors and attitudes around various types of entertainment content, including how they communicate and share their views and...

$795

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Netpop | Nations: China and the U.S. in a Web 2.0 World



Broadband access to the Internet is creating an immense network of people who have access to the same kinds of content, ideas, and technology—a true global broadband community that shares similar web-based experiences. Netpop examines how that common “language” and experience affects consumer behavior in the United States and in...

$495

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Netpop | Play: Content Creation



Chat rooms and message boards have enabled online conversations and collaboration since the days of Web 1.0. Today, personal profiles, blogs, photo collections and audio and video streams can be created, shared and responded to with equal facility. Evaluating a list of different activities that could loosely be defined as...

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Percent Playing Online Games for Free vs Pay

Percent Playing Online Games for Free vs Pay



Percent who play games online for free, for a one-time fee, or subscription in average month

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Percent of Time Spent Playing Games on Devices

Percent of Time Spent Playing Games on Devices



Percent of time spent playing games on various devices including cell phone, desktop computer, laptop computer, console, etc

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Devices Used to Play Games

Devices Used to Play Games



Percent who use different devices to play games in a typical month. Devices include console, desktop, laptop, cell phone or other handheld device

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Frequency Playing Videogames Online

Frequency Playing Videogames Online



Percent who go online to play videogames between several times a day and once a month or less often
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