版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领
文档简介
Mcsey
&company
The
‘attention
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‘attentionequation’:Winningtherightbattlesforconsumerattention
Notallconsumer
attentioniscreatedequal.Wehave
developedan
attentionequation
thatexplainswhy.
The‘attentionequation’:Winningtherightbattlesforconsumerattention3
4The‘attentionequation’: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‘attentionequation’:Winningtherightbattlesforconsumerattention5
Exhibit1
Consumptionofnewconsumermediaisgrowingfast,butithasn’tprovenasprofitableaslegacyformatshave.
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
Digitalpublishing⁴
4
6
Printpublishing⁵
–1
–6
Gaming⁶
5
9
Social⁷
8
18
Audio⁸
2
4
Streaming⁹
13
24
Linearvideo10
–4
–5
$130
billion²peryear
Note:Figuresmaynotsumto100%,becauseofrounding.
1Doesn’tincludesearchrevenue.²Enterpriseprofitpool;includesprofitfromprofessionalcontentcreators(eg,studios)butnotfromindividualcreators(eg,
inluencers,musicians).³Amusementparks,livemusic,sportingevents,andtheatricalvideo(doesn’tincludetheater).⁴Digitalmagazinesandnewspapers.⁵Print
books,magazines,andnewspapers.⁶Console,mobile,andPCgames.⁷Socialmediaandsocialvideo.⁸Audiobooks,digitalmusic,podcasts,andradio.⁹Advertisingvideoondemand(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‘attentionequation’: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$0.36
DigitalSocialAudiobookDigital
Radio
PodcastTotalmedia
magazinesvideo²industrymusic
industry
industryindustry
1Virtualmultichannelvideoprogrammingdistributors.AdvertisingrevenueonlyappliestovMVPD-specificadvertisementslots.RevenuefromadvertisementsairedonvMVPDsbutsoldaspartoflinearpackageappearsinlinearvideorevenue.
²IncludingYouTube.
Source:EMARKETER;MAGNA;Omdia;PwC;McKinseyanalysis
McKinsey&Company
The‘attentionequation’:Winningtherightbattlesforconsumerattention7
Sportingevents,amusementparks,videogames,andtraditionallinearvideoarethemosteffectivemonetizersofattention,generatingthegreatestrevenueperhourrelativetotheirlevelsofconsumption(Exhibit3).Mediaoperatorshaveinvestedheavilyinthefirstthree
mediums,withnewlaunches(suchasUniversal’sEpicUniverse)poisedtobenefitfrom
highlyefficientmonetization.
Whilelegacymediaisretreatingfromtheefficientmonetizationfrontier,3digitalmediumsare
growingtowardit.Althoughthismonetizationvarieswithinmediums,themediumsacrosswhichanorganizationoperatesgoalongwayindetermininghoweffectivelythatorganizationconvertsattentionintorevenue(and,ultimately,profit).
Exhibit3
Digitalmediaisapproachingthee代cientmonetizationfrontier,andlegacymediaisretreatingfromit.
USconsumermediaande代cientmonetizationfrontier1in2024,bymedium
Projected$/hour2024–28CAGR,%
100
Sportingevents
–202510
Amusementparks
Livemusic
Theatricalvideo
10
ConsoleandPCgames
PrintnewspapersPrintmagazines
E代cientmonetization
frontier
$/hour
consumed,1
logscale
Bookpublishing
Mobilegames
Linearvideo
Streamingvideo
Socialmedia
vMVPDs²
RadioDigitalmusic
Socialvideo
0.1
Circlesize=profitpool,$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‘attentionequation’: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‘attentionequation’: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‘attentionequation’providesafullerunderstandingofthevalueofconsumermediamonetizationbyfactoringinthequalityofattention.
‘Attentionequation’linearregression
usedtoestimaterevenue/hourofconsumermediamediums
‘Attentionquotient’
3×4
‘Commercialquotient’
1×2
Consumervalue
Focus
Intent
Platform
sophistication
Purposeof
consumptionas
definedby5potentialjobstobedone
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‘attentionequation’: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‘attentionequation’:Winningtherightbattlesforconsumerattention11
Exhibit5
The‘attentionequation’improvespredictionofconsumermediamonetizationbycombiningtraditionalcommercialfactorswiththe‘attentionquotient.’
Predictedconsumermediamonetizationvaluesthrough‘commercialquotient’(CQ)and‘attentionequation,’byUSmedium,¹$/hour
Keytakeaways
Undermonetizedwithvaluableattention
●ValuepredictedbyCQ●Valuepredictedbyattentionequation
Streamingvideo
games
Mobile
Newspapers
Magazines
Accuratelymonetizedwithvaluable
attention
Books
AccuratelymonetizedwithsimilarCQand
‘attentionquotient’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‘attentionequation’: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‘attentionequation’: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‘attentionquotient’
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‘attentionequation’:Winningtherightbattlesforconsumerattention
Theremaining60percentofconsumersareclusteredingroupswithlowerattentionvalueandlowerintrinsicvalueandaredefinedbyfourdistinctsegments.Despitesharingalowerintrinsicvalue,thesesegmentsdohavesomedisparityintheirattentionvalue,andtherearesignificantdifferencesandpocketsofvalue—ifyouknowwhere(andhow)tolook:
—‘Digitaltraditionalists,’thetech-savvylegacyviewers(10percentofallconsumers),areolderthanmembersofothersegmentsandopenminded.Theye
温馨提示
- 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
- 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
- 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
- 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
- 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
- 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
- 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
最新文档
- 2026年济宁泗水县卫生健康系统“校园双选会”(26名)考试参考试题及答案解析
- 2026年重庆市能源投资集团有限公司校园招聘考试备考试题及答案解析
- 2026年中国河南国际合作集团有限公司校园招聘考试模拟试题及答案解析
- 2026年南平市大武夷绿谷食品贸易有限公司招聘临聘人员7人考试参考题库及答案解析
- 2026年市场监督管理局法规岗面试行政处罚法应用题
- 2026年石油行业紧急采购与应急物资保障能力面试题
- 2026年套取资金违规吃喝审计题库
- 2026年绍兴市原水集团有限公司校园招聘笔试参考题库及答案解析
- 2026上半年四川乐山市犍为县考核招聘教育类事业单位人员16人考试参考试题及答案解析
- 2026年游戏开发与制作流程实践题集
- HACCP计划年度评审报告
- 校园活动应急预案模板策划
- 2023年华南师范大学教师招聘考试历年真题库
- 课本剧《刘姥姥进大观园》剧本
- 长春版小学一年级语文上册写字表虚宫格写法教学提纲教学课件
- 湖南国际会展中心项目屋盖张弦梁施工技术交流
- 【教案】伴性遗传第1课时教学设计2022-2023学年高一下学期生物人教版必修2
- DL-T 807-2019 火力发电厂水处理用 201×7 强碱性阴离子交换树脂报废技术导则
- 语言学纲要(新)课件
- 经济责任审计的程序与方法
- 打靶归来 课件
评论
0/150
提交评论