分众媒体-上海尼尔森调查报告2004年12月7日
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尼尔森数据调研报告尼尔森数据调研报告是一份专业的市场调研报告,通过收集和分析大量的数据,为客户提供相关市场信息和消费者行为洞察。
以下是对尼尔森数据调研报告的简要撰写:尼尔森数据调研报告的目的是帮助客户了解市场趋势和消费者行为,以制定相应的市场策略。
本次调研报告主要覆盖了电子消费品、零售业和社交媒体行业。
在电子消费品行业方面,尼尔森数据调研报告发现,近年来智能手机市场持续增长,尤其是在发展中国家。
消费者对高性能手机的需求不断增加,同时价格成为决定购买的重要因素。
此外,尼尔森数据还显示,智能家居产品在市场上也取得了不俗的成绩,并有望在未来几年继续保持增长势头。
零售业是经济的重要组成部分,对经济发展和消费者行为具有重要影响。
尼尔森数据调研报告指出,线上零售业正在迅速崛起,越来越多的消费者选择通过电子商务平台购买商品。
尤其是在年轻人中,线上购物已成为主流。
与此同时,实体店铺也需要创新,提供更好的购物体验,以吸引消费者到店购物。
社交媒体行业是一个快速发展的新兴行业。
尼尔森数据调研报告显示,社交媒体在全球范围内的用户数量不断增加。
不仅如此,社交媒体平台上的广告投放也持续增加,成为企业推广产品和品牌的重要渠道。
然而,随着社交媒体用户的增加,消费者对广告的接受度也在下降,需要进一步研究如何更好地与消费者进行沟通和互动。
总结起来,尼尔森数据调研报告揭示了电子消费品、零售业和社交媒体行业的市场趋势和消费者行为。
这些数据对于企业制定市场策略,提高市场竞争力具有重要意义。
然而,市场环境和消费者行为会不断变化,企业需要保持敏锐的洞察力,不断跟进市场动态,以便及时调整策略,应对市场挑战。
尼尔森研究报告
尼尔森(Nielsen)是一家全球领先的市场研究和数据分析公司。
该公司定期发布各种研究报告,为企业和消费者提供关于市场趋势、消费行为和商业洞察力。
尼尔森的研究报告通常涵盖各个行业,包括零售、媒体、消费品、技术和金融等。
比如,他们可能会研究消费者在不同平台上的购物习惯,从而帮助企业了解如何优化销售策略。
他们还可能会研究消费者对不同品牌的态度和购买意愿,从而帮助企业市场推广。
此外,他们还进行媒体观众调查,了解人们在电视、广播和数字平台上的观看习惯,以帮助公司投放广告。
尼尔森的研究方法主要包括问卷调查、观察和数据分析。
他们通常会与许多公司和品牌合作,共同设计和实施研究项目。
通过采集和分析大量的数据,尼尔森能够提供准确的市场趋势和消费者行为。
他们的报告通常是基于数据和事实的,因此具有很高的可信度。
尼尔森的研究报告对企业和消费者都有很大的帮助。
对于企业来说,这些报告可以提供有关市场竞争和消费者需求的信息,帮助他们制定战略决策。
例如,报告可能会指导企业在哪些市场扩张,或者对产品进行何种改进。
对于消费者来说,报告可以提供对不同产品和服务的评估,帮助他们做出明智的购买决策。
总之,尼尔森的研究报告具有广泛的适用性和重要性。
它们提供了有关市场、消费者和品牌的有价值的信息,对企业决策和
消费者行为具有指导意义。
这些报告不仅仅是数据的堆砌,还包含对市场趋势和商业洞察的独特分析,对市场参与者有着积极的影响。
陈沉着:分开分众传媒的女首席运营官---分众聚众框架-----下一个风云公司将是谁?2021-08-25 17:11就在分众传媒公布第二季度财报的当天,分众宣布,首席运营官陈沉着因为个人原因已经离任。
即便是留心分众传媒相关报道的人,对陈沉着也可能仍不熟悉,这不奇怪,分众传媒有两个超级明星,江南春、谭智,那么陈沉着是第三号明星。
她是谁?陈沉着,身处这个行业确实需要一个英文名字,Diana Chen,杭州人。
陈沉着是一个美女,1米76的她偶尔会出如今时尚类刊物,不过,网上流传的一些照片,部分拍得不到位。
陈沉着回忆:小时候写?我的理想?,希望长大后成为出色的记者。
那时总觉得记者可以去很多地方,看许多事情。
陈沉着1990年毕业于浙大新闻系。
应该叫浙江大学新闻与传播学系。
1978年,杭州大学创办新闻专科,1982年,筹建了中文系新闻专业,1988年,成立了杭州大学新闻系。
1998年9月由原浙江大学、杭州大学等四所高校合并组建成立了新的浙江大学。
不过,最终陈沉着没有选择从事记者,她发现,其它职业也可以去很多地方,看许多事情。
毕业后她进入啄木鸟(中国)服饰,这是一家杭州的服装品牌代理公司。
之后,简介中表达,她进入了中国畜产品进出口公司,工作一段时间后担任办公室主任,最年轻的中层经理。
但是,陈沉着认为记者的经历对她后来的职业生涯仍然是重要的,2007年年末在承受?时尚商界?采访时她说:与客户在一起的时候,我会更关注对方的反响和感受,用平等的心态去沟通,而不是急于求成,一定要到达销售目的。
这样的风格,客户反而更承受一些。
不过在之后,她没有延续经商之路,而是回到学校,学习经济学课程。
同一时期,1996年3月31日凤凰卫视启播,卫视中文台是香港唯一一家全部用普通话一天24小时播出的电视台。
到了1998年,陈沉着完成了她的硕士课程。
另一方面,正如早年毕业于北京播送学院,担任过中央人民播送电台记者的凤凰卫视创办人刘长乐所说的,"我们一开始做凤凰卫视的时候,就没有想拿它来挣钱,当然也不想亏钱。
采自2012年7月以来的各大实习招聘帖子,让大家对Nielsen有个良好的印象~~关于Nielsen的文化【人大iamzt】1、制度的力量大于人的能力。
之前就总听说,大公司靠企业文化,中层公司靠制度,小公司靠领导魅力。
来到尼尔森之后,真真切切的感受到了这点。
研究部门作为leader control 整个项目的进展,调度所有相关部门的资源,从与客户签订项目策划书,到项目的具体实施,从意见统一到层层的培训落实,不同部门之间的协作配合貌似都天衣无缝,之前总觉得是个人领袖魅力的彰显,后来跟导师讨论一下才发现其实就是制度的力量,因为,然而这又诞生了一个不可避免的问题:完美的制度下,招聘进来的是最聪明的人,然而却不需要你那么多的创新,而且你也不具有完全的话语权和技术壁垒。
不过大多数的外企都一样,就不赘述了。
2、定期的SHARING。
从AD到各行业部门主管,到项目内部,这里定期或不定期都会安排SHARING ,大家畅所欲言的分享自己无论是PPT制作、主持还是行业研究的经验和所研究行业的最新变化和体会,虽然,我只是一个实习生,但也感受到了浓浓的SHARING风带来的和谐的氛围和知识能力上的长进。
3、浓浓的academic的学院风。
从数据的采集、到数据的处理,直至最后报告或PPT产品的制作,尼尔森都坚持着治学严谨的学院风;无论多少万条的数据和资料,形成几行PPT文字时,也一定都能找到原文出处;另我不得不敬佩各个员工工作的认真负责,和良好的继承性、连续性。
不仅对自己手头上的事情负责,也绝对强调相互协作,尽自己最大的可能为后来工作的员工提供方便,彼此协调。
让最终的产品,言之有物、言之有理,因而够精准、够professional。
4、没有数据依托的咨询是毫无意义的,而公司自身也在通过本土化、与咨询公司战略合作等多种途径迈向集调研、咨询为一体的提供完整解决方案的公司。
Media Research部门【上财lin】本人在尼尔森实习了近3个月,觉得在尼尔森Media确实学到了很多有意思的东东,比如怎样统计传说中的收听率和收视率等等。
尼尔森的发展现状尼尔森(The Nielsen Company)是全球领先的市场研究和数据分析公司,总部位于美国纽约,成立于1923年。
尼尔森以其专业的调研能力和先进的信息技术而闻名,旨在为客户提供市场洞察和商业智能,帮助他们做出更明智的战略决策。
尼尔森的发展现状可从以下几个方面来考察:1. 广告测量服务:尼尔森通过其全球电视广告榜单和广告效果评估等服务,为广告客户提供准确的测量和评估数据,帮助他们了解广告投放的效果和回报,从而优化广告策略。
2. 媒体研究和分析:尼尔森利用其先进的调研技术和大数据分析能力,为广播、电视、互联网和社交媒体等不同媒体渠道的客户提供全面的数据分析报告和市场洞察,帮助他们了解消费者的媒体消费行为和市场趋势。
3. FMCG(快速消费品)零售数据:尼尔森通过其零售测量和报告服务,为快速消费品制造商和零售商提供准确的销售数据和市场洞察,帮助他们了解产品的销售状况、市场份额和竞争对手情况,从而制定更好的市场推广策略。
4. 数字解决方案:随着数字化时代的到来,尼尔森积极发展数字化解决方案,为客户提供在线数字营销效果评估、社交媒体分析和大数据挖掘等服务,帮助客户更好地了解数字市场和消费者行为。
5. 新兴市场发展:尼尔森在新兴市场如中国、印度和巴西等地区积极拓展业务,以满足这些市场的快速发展和庞大的消费者群体的需求。
尼尔森通过与当地合作伙伴的合作和投资,加强了对这些市场的市场调研和数据分析能力。
总的来说,尼尔森作为市场研究和数据分析领域的领导者,不断创新和发展,不断提升自身的专业能力和技术水平,以满足客户对市场洞察和商业智能的需求。
随着互联网和大数据时代的到来,尼尔森将继续积极适应变化和挑战,为客户提供更准确、及时和全面的市场研究和数据分析服务。
尼尔森将继续致力于推动营销行业的进步和发展,促进客户的商业成功。
尼尔森报告
尼尔森公司是全球领先的市场研究和信息公司之一,成立于1923年,总部位于美国纽约。
该公司每年发布的尼尔森报告是全球首屈一指的市场研究报告之一,被公认为是市场领袖和决策者的必备参考资料。
尼尔森报告囊括了广告、品牌、消费者行为、媒体和数字营销等多个领域的数据和分析,能够为企业提供有力的决策支持。
其中,数字营销方面的数据尤为出色,涵盖了搜索引擎营销、社交媒体营销、电子商务等多个方面。
尼尔森报告能够为企业提供以下价值:
1.数据支持决策。
尼尔森报告基于海量数据,能够为企业提供准确的市场分析和预测,帮助企业制定更加科学的决策。
2.洞察消费者行为。
尼尔森报告不仅能够分析市场趋势,还能够深入洞察消费者的行为和心理,为企业提供更加精准的营销策略。
3.提高品牌价值。
尼尔森报告能够分析品牌的认知度、好感度和忠诚度等多个方面,为企业提供优化品牌策略的建议,提高品牌价值。
尼尔森报告的发布,标志着市场研究和信息行业的不断发展和创新。
企业可以通过借鉴尼尔森报告的数据和分析,更好地了解市场和消费者,从而制定更加科学的战略和决策,提高企业的竞争力和盈利能力。
中国十大市场调查公司()排名不分先后中国10家最具代表性的市场调研公司(排名不分先后)1 央视市场研究(CTR)CTR市场研究是中国领先的市场研究公司,成立于1995年,2001年改制成为股份制企业,主要股东为中国国际电视总公司和TNS。
消费者固定样组、个案研究、媒介与产品消费形态研究、媒介策略研究、媒体广告及新闻监测。
可提供连续性的多客户研究,还可以为不同客户提供量身定制的具有针对性解决方案。
2 广州策点市场调研有限公司(CMR)策点市场调研公司,是国内最具竞争力的跨行业市场调查公司。
策点调研着力基于基础市场数据的采集,给予企业决策支持,从而让企业更了解市场。
擅长领域为满意度研究、消费者研究、政府及公共服务研究、市场进入研究、新产品开发研究、房地产专项研究、行业研究等,总部位于广州,成都、南京、北京均有分公司。
3 央视-索福瑞媒介研究(CSM)媒介研究是CTR和TNS合作成立的中外合资公司。
拥有世界上最大的电视观众收视调查网络,提供独立的收视率调查数据。
致力于专业的电视收视和广播收听市场研究,为中国大陆地区和香港传媒行业提供可靠的、不间断的收视率调查服务。
4 上海尼尔森市场研究有限公司 (ACNielsen)尼尔森公司是全球首屈一指的媒介和资讯集团,尼尔森公司为私营公司,其业务遍布全球100多个国家,总部位于美国纽约。
提供全球领先的市场资讯、媒介资讯、在线研究、移动媒体监测、商业展览服务以及商业出版资讯。
5 北京特恩斯市场研究咨询有限公司(TNS)由原TNS合并而成的TNS中国是中国专项市场研究公司中的佼佼者,致力于为客户提供可行性市场洞察和基于调研的商业咨询,以帮助客户做出更具成效的商业决策。
在消费品、科技、金融、汽车等多个领域为客户提供全面而深刻的专业市场调研服务和行业知识,并拥有一整套先进独特、覆盖市场营销和商业运营所有环节的商业解决方案,其中产品开发与创新、品牌与沟通、利益相关者关系管理、零售与购物者研究和定性研究等更是公司的特色强项。
竭诚为您提供优质文档/双击可除尼尔森调查报告篇一:尼尔森市场研究公司实践报告前言:为亲身体验,获得写本社会调查的有效实据。
本人从7月15日起,利用了一个半月的时间,应聘到尼尔森市场研究公司做兼职电话访问员,这是我第一次在市场研究公司进行在岗就职的实践。
这次的电话访问实践让我学到许多学校里、生活中、书本上都难以学到的知识。
同时,我也学习和掌握了电话访问方面的一些技术,受益非浅。
一.尼尔森市场研究公司简介:尼尔森市场研究的覆盖范围遍布世界上的一百多个国家。
尼尔森公司总部位于美国纽约,并在伊利诺伊州的商堡(schaumburg)、比利时的瓦韦尔(wavre)、中国香港、澳大利亚的悉尼、阿根廷的布宜诺斯艾利斯以及塞浦路斯的尼科西亚建立了区域业务中心,是全球最大的市场研究公司之一。
尼尔森可根据客户的具体需求来定制调查方案。
对于一般性的调查需求,尼尔森拥有一套在全球范围内得到认可的专有调查产品和方法,为客户提供最有力的可比性标准化数据。
尼尔森的主要客户是快速消费品的制造商和零售商。
同时,尼尔森还在全球市场上服务于汽车、金融电讯及众多以客户为核心的行业。
而我所实习的分公司位于广州市越秀区,拥有400平方米的现代办公场所,标准的座谈会室及培训室,开通了上百条线的电话调查系统并且即将引进cATI电话访问系统,完全有能力承担各种形式及难度的调查业务。
二.业务范围:利用尼尔森的服务,客户可以:衡量他们的市场业绩,分析市场动态,诊断并解决营销问题,识别并抓住增长机遇。
员工与客户紧密合作,帮助他们把信息与服务有效地结合为一体,并在此基础上制定出最优化的决策方案。
第一.市场评估。
市场评估服务覆盖范围极广:根据分布于各种类型及规模零售商店中的销售点所收集的数据,衡量快速消费品的销售额。
通过这些针对零售业务的衡量,可以在竞争对手之间的产品销售额比较、市场状况的趋势和变化以及销售结果等方面,为客户提供最基本的素材。
此外,这种服务还可以就零售渠道中的专门化展示、定价、分销以及零售商店的货架摆设等促销活动,为客户提供重要信息。
尼尔森的调研报告尼尔森的调研报告尼尔森(Nielsen)是世界领先的市场调研和消费者洞察公司,以其可靠的数据和深入的洞察力在全球范围内被广泛使用。
该公司每年发布数百份调研报告,帮助企业了解市场趋势、消费者偏好和竞争格局等重要信息。
在本次报告中,将介绍尼尔森的调研方法和提供的数据,以及如何利用这些信息做出战略决策。
一、调研方法尼尔森的调研方法基于多种数据收集和分析工具,以确保提供准确和完整的市场信息。
其中最主要的方法包括:1. 访谈调查:通过面对面或电话方式对消费者进行调查,了解他们的购物行为、购买偏好和态度等方面的信息。
2. 零售数据跟踪:尼尔森与各大零售商合作,获取他们的销售数据,从而分析市场份额、销售趋势和产品表现等。
3. 互联网监测:通过监测互联网上的搜索行为、社交媒体活动和在线购物数据等,了解消费者的兴趣和行为。
4. 专家访谈:与行业专家和企业高管进行深入的访谈,获取他们的观点和洞察力。
二、提供的数据尼尔森的调研数据主要包括以下几个方面:1. 市场份额和竞争格局:尼尔森通过零售数据跟踪和市场调查获得的信息,可以帮助企业了解其在市场上的地位和竞争对手的表现。
2. 消费者洞察:通过调研和分析消费者的购物行为、购买偏好和态度等方面的信息,尼尔森可以揭示消费者的需求和趋势,帮助企业制定精准的营销策略。
3. 市场趋势和预测:基于历史数据和市场研究,尼尔森可以提供对市场未来走势的预测和洞察,帮助企业制定长远的发展计划。
三、战略决策利用尼尔森的调研数据,企业可以做出一系列重要的战略决策,包括但不限于:1. 产品定位:通过了解消费者需求和竞争格局,企业可以调整产品定位,以满足市场需求并突出自身特色。
2. 市场拓展:通过分析市场趋势和预测,企业可以确定新的增长机会和潜在市场,制定扩张战略。
3. 营销策略:通过消费者洞察和竞争分析,企业可以制定精准的营销策略,提高市场占有率和销售额。
4. 创新和研发:通过了解市场趋势和消费者需求,企业可以调整创新和研发计划,推出更具市场吸引力的产品和服务。
June 2009How Teens Use MediaA Nielsen report on the myths and realities ofteen media trendsINSIDE:How teens use…TV, Online andMobile VideoInternetMobile PhonesGamesMoviesMusicAdvertisingTeens watch less online video than •most adults, but the ads are highly engaging to them: Teens spend 35% less time watching online video than adults 25–34, but recall ads better when watching TV shows online than they do on television.Teens read newspapers, listen to the •radio and even like advertising more than most: Teens who recall TV ads are 44% more likely to say they liked the ad. Teens play video games, but are as •excited about play-along music games and car-racing games as they are about violent ones: Just two of their top five most-anticipated games since 2005 are rated “Mature.”Teens’ favorite TV shows, top websites •and genre preferences across media are mostly the same as those of their parents: For U.S. teens, American Idol was the top show in 2008, Google the top website and general dramas are a preferred TV genre for teens around the world.Ephebiphobia is the irrational fear of youth, rooted in the Greek “ephebos” for youth, and “phobos,” for, well, phobia. While the term was coined just 15 years ago, a curiosity and mystique around youth and their behavior has long beena cultural obsession. Consider these Newsweek covers over the decades: “Let’s Face It: Our Teenagers Are Out of Control” in 1954; “The Teenagers: A Survey of What They’re Really Like” in 1966; “The Secret Life of Teens” in 1999 and “Why Teens Do Stupid Things” in 2006, reflecting society’s long-held view that teens are downright troublesome—or a form of alien life.In media and marketing, ephebiphobia shows up in the constant and frenetic quest to understand how teens use media, made murky by assumptions that teens somehow behave radically differently than their parents and other consumers. We sometimes fall prey to the notionthat teen habits are changing so quicklyand dramatically that they run counter tobroader cultural trends, are unknowableand unmeasurable, constantly evading ourunderstanding and engagement.The fact is, teens are unique, but they arenot as bizarre and outlying as some mightpresume. Sure, they are the digital natives,super-communicators and multi-taskerswe hear so much about, but they are alsothe TV viewers, newspaper readers andradio listeners that some assume they arenot. What we have found, across a varietyof studies, is that teens embrace newmedia not at the cost of traditional media,but in supplement to it. Taken on whole,teens exhibit media habits that are moresimilar to the total population than not.Globally, there are more than 1.2 billionpeople ages 10–19, according to the U.S.Census. Of those, there are about 33million teenagers ages 13–19 in the UnitedStates. Beyond sheer mass, this demo-graphic wields tremendous influence—ontheir peers, their parents and the cultureat large. As well, the formative nature oftheir years has implications for everythingfrom consumer packaged goods marketingto the democratic process.Understanding the reality of how teensuse media is critical—not just for business,but for civic, cultural and social pursuits.This paper examines teens in the U.S. andin many of the international markets thatNielsen measures. Our findings challengea whole host of assumptions about themedia habits of this generation—offeringa few surprises as we separate mythfrom reality.Executive SummaryIt’s easy to get caught up in the hype around teenagers. The notion that teens are too busy texting and Twittering to be engaged with traditional media is excit-ing, but false.To develop the best strategy around teens and media, start by challenging popular assumptions about teens. Don’t focus on the outliers, but on the macro-level trends of media and preferences for the segment. The averages will show you that teens can often be reached by the same means as their parents.In this report, “How Teens Use Media,” we debunk the myths and give you the hard facts.Teens are NOT abandoning TV for •new media: In fact, they watch moreTV than ever, up 6% over the past fiveyears in the U.S.Teens love the Internet…but spend •far less time browsing than adults:Teens spend 11 hours and 32 minutesper month online—far below theaverage of 29 hours and 15 minutes. Introduction In a word, teens are “normal.”It’s true: the media universe is expanding for teens. Social networks play an in-creasingly important role (about half of U.S. teens use Facebook) and now many teens access the Web over their phones (37% in the U.S.) Teens time-shift video with DVRs and they place-shift on their video MP3 players. Yet teens are not unique in this media revolution. The media experience has evolved and cross-platform engagement will be criti-cal to reaching all consumers, not just teens. Media innovations have impacted everyone’s experience—not just the High School Musical set.So don’t reconfigure the playbook. Discard the assumption that, as a rule, teens are “alien” and plan for them as you would any demographic segment—with careful attention and calculus, not panic. Keep your eye on the averages, keep your head on your shoulders, and before you rewire your system, remind yourself: Teens are people, too.12Of course there is no “typical” teen-age consumer, just as really there is no typical consumer overall. The segmented behavior of extreme teen users, teens of different races or genders and teens in different regions, internationally and domestically, is poorly represented by averages. But what averages conceal in variation, they make up for it in perspec-tive. A summary view of media behavior is particularly useful when examining teens, since you may know or envision outliers of this segment and mistake their behavior as representative.^For directional purposes only, this table estimates daily U.S. teen media use across a variety of platforms based on a range of Nielsen sources from 2008 and Q1 2009. Details of these estimates are contained in the body of this paper.Source: The Nielsen CompanyMore Focused Than You ThinkMyth: Teens use media—10 screens at a timeReality: Teens are more likely than adults to use their media one at a timePopular opinion is that teen media consumers are constantly surrounded by multiple media, but the image of the “typical” teen listening to an iPod, watch-ing TV, texting and browsing the Internet all at the same time, it turns out, is grossly misrepresentative.In 2007, Ball State University’s Center for Media Design conducted an obser-vational study of teen media use, “HighSchool Media Too,” (2007). In the study, researchers found that 23% of the media time among observed teens was concur-rent media exposure, where two or more media were in simultaneous use. Put dif-ferently, 77% of the time observed, teens were consuming media they were using just one at a time.This level of concurrent use is lower than Ball State researchers saw in older media consumers in the now famous Middletown Media Studies research, also a product of the Center for Media Design. There, 31% of adult media time was concurrent exposure.While teens do multi-task in their media experience, their concurrent behavior may actually be lower than it is among adults. The myth that concurrent exposure is the norm, for teens in particular, sets an important framework as we explore the breadth of the teen media experience.3The most popular genres for U.S. teens are Evening Animation, Participation/Variety and General Drama. Family Guy and American Dad drive the animation category, while the huge popularity of American Idol, the top U.S. show for teens in 2008, has everything to do with Participation/Variety’s performance. Idol was the top U.S. program among teens in 2008—as it was for everyone else.Video: Boob Tube or YouTube?Myth: Teens are abandoning TV for new mediaReality: Wrong. They’re watching more TV than everHands down, television is still thedominant medium of choice for teenagers. Nielsen’s most recent A2M2 Three Screen Report showed that the typical teen tele-vision viewer watched 104:24 (hh:mm) of television per month in the first quarter of 2009. While less than the average for all television viewers (153:27), it tops Nielsen estimates of teen Internet use over the course of a month (11:32).3:08:333:36:002:24:001:12:000:00:001:33:290:59:420:00:203:20:041:58:230:37:510:08:23200320042005200620072008hh:mm:ssHUT/PUT Viewing Source BroadcastAd Supported Cable Orig DVR Playback Figure 2: Daily U.S. Teen (12–17) Television Viewing—2003–2008Figure 3: Share of Teen (12–17) Video Minutes—TV and Online, Nielsen Convergence Panel—Q4 2008The evidence that TV wins any day of the week is stark: Nielsen’s Convergence Panel, which looks at both the TV viewing and online behavior of panelists, showed that in Q4 2008, 92% of teen viewing was live TV, 5% was DVR and 3% was online video streaming.In the U.S., there’s been a slight shift in teen TV viewing from broadcast to ad-supported cable. In 2003, there were 19 broadcast TV programs with a teen AA% (“rating,” or percent of teens watching during the average minute) of 4.0 or greater. In 2008 there were just two. In 2003, four of the top five televi-sion networks for teens were broadcast networks (FOX, WB, UPN, Disney, NBC), but in 2008 FOX was the only broadcast network to remain in that lineup (even with the merger of WB and UPN to CW). In 2008, the top U.S. networks for teens in terms of AA% were FOX, Nick-At-Nite, Nickelodeon, Disney and Adult Swim.Source: The Nielsen CompanySource: The Nielsen Company NPOWER, 2003–20084On a self-reported basis, 73% of teens who use DVRs say they “always” skip commercials, though it is likely they are exaggerating. In the same survey, 69% of total DVR users said they too always skip commercials, but a Nielsen metered analysis of 2008 DVR viewing determined that the typical DVR user actually watches about 40% of the commercials.At 17 minutes per day, teens average about the same amount of DVD viewing as the overall TV audience (which aver-aged 16 minutes of DVD viewing per day in 2008). Teens still buy DVDs, the typicalTV Makes the World Go RoundMyth: U.S. teens are the world’s couch potatoesReality: Far from true…South Africans and Indonesians take the prizeCompared to teens in other markets where TV viewing is measured electronically by Nielsen, U.S. teens actually watch less television per day than most. In South Africa, teens averaged more than five hours per day of TV viewing. In Taiwan, teens averaged just two hours and 47 minutes.In terms of genre, Reality or Participation/Variety programs are universally appeal-ing to teenagers across the markets we measure, while Sports and Information (news) are almost universally absentamong the top three rated genres. Drama, in the form of general drama, soap operas and Telenovelas, tends to be more popular with teen viewers than comedy on a global basis.DVR: To Timeshift—Or Not?Myth: Avid commercial skippers, teens favor the DVRReality: Teens prefer their TV live Thirty-five percent of U.S. teens had a DVR in their household as of May 2009, comparable to total U.S. penetration (32%). Yet even for DVR-owning teens, just a small percentage of total TV viewing is time-shifted.Of those teens with a DVR, 41% say they record at least one program a day (compared to 54% of total TV viewers). The typical U.S. teen watched about eight minutes of DVR playback per day in 2008, less than the U.S. average of about 12 minutes.Teens watch more commercials, even when time shifting, than you might think.Figure 4: Daily Teen TV Viewing by Market—2008U.S. teenager purchased more than eight DVDs in 2008, but rental services are popular in teen households: in 2008, 40% of teen households said their home sub-scribed to at least one video rental service, compared to 25% of the total population. Beyond the television set, teens are in-creasingly watching video on the “second” and “third” screens of online and mobile, a growth of the video experience that will drive greater reach and frequency for marketers while expanding the teen engagement opportunity.Source: The Nielsen CompanyNote: teen age range varies in some markets.5popular source for online video. Second in popularity, “Search Engines/Portals & Communities—Member” (member pages) had 3.5 million teen viewers in May 2009, driven by the success of Fox Interactive Media’s MySpace video audience of 2.4 million teens, and Facebook, with a video audience of 1.5 million.What’s more, teen online video fare is not limited to user-generated content. “Enter-tainment—Videos/Movies” also includes Hulu, the increasingly popular online video library which allows teens to catch up on favorite shows from NBC, FOX, ABC and other networks. Hulu was the sixth most popular destination for online video among teens and second most popular in terms of minutes of use. “Entertainment-Broadcast Media” includes broadcasterOnline VideoMyth: Teens are driving the growth of online videoReality: They watch less online video than their eldersTwelve million U.S. teens, or about two-thirds of those online, watched online video in May 2009. It’s clear that online video is becoming an important part of the overall teen viewing experience. Year over year, the audience grew 10% and the average number of minutes increased a stunning 79%: to three hours and six minutes per month. Torrid growth, yes, but the average teen still lags behindviewing of adults 18–24, adults 25–32 and adults 35–44.As with Internet access at large, discussed in more detail later in this paper, the gap between teen and adult time spent is less an indication of lackluster interest and more a function of access. Unlike adults, many of whom spend hours of the work day with a broadband Internet connec-tion, much of a teen’s waking moments are spent in the classroom, at extracur-ricular activities, at a part-time job and moving about an otherwise hyper-social high school ecosystem. Ball State Uni-versity’s Center for Media Design’s “High School Media Too” (2007) also illustrated this point: In their study, teen participants spent 40% of their waking day in school activities, 19% with media and the rest with a wide variety of non-media extra-curricular and home activities. Given the reality of a typical teenager’s day, it is less shocking to see how they lag in time spent with both online video and Internet use more broadly.When they’re tuned in online, the top category of online video for teens is“Entertainment—Videos/Movies” watched by more than 10 million U.S. teens in May 2009. This category is driven largely by the successful reach of YouTube, the most popular source overall for online video for U.S. teens. Social networks are also aFigure 5: Monthly Time Spent Watching Online Videos by Age, Amongst Viewers (hh:mm:ss)—May 2009Figure 6: Top Site Categories for Online Video Consumption by Unique Audience (000)—Online Video Users 12–17—May 2009websites, another favorite source of online video for teens, with more than 1.2 million unique teen visitors. About half of these teens say they rewatch programs that they already saw on TV.Source: The Nielsen Company6Beyond what we generally think of as the “three screens,” there is another promi-nent source for video consumption among teens: MP3 players. Globally, 34% of teens have access to an MP3 player that can also play video. Teen access to such devices is considerably higher than aver-age in the U.S., where 66% of teens say there is an MP3 player in their household that can also play video. All said, 28% U.S. teens say they watch video on an MP3 player daily. As is the case on phones, music videos are the most popular form of video content for teen use of video MP3 players.Some teens subscribe to mobile video services through their carrier (about 43% say they subscribe to mobile video), but a larger portion of teens (68%) say they access mobile video through mobile Web (note that the two means are not mutu-ally exclusive). The growth of Internet access to mobile video reflects a larger trend in mobile video adoption, away from subscription-based video content and toward “free” mobile Web or application access. This trend has made mobile video more accessible to teens.On their phones, the most popular video content for teens is “Music.” Fifty-four percent of teen mobile video users in Q1 2009 watched music content on their phone. Comedy, User-Generated, Sports and Animated content round out the most popular genres of third-screen viewing among teens.Video on the GoMyth: Due to expense, mobile video is beyond a teen’s reachReality: Teens make up 20% of the mo-bile video audience and watch more than the average userBeyond the first and second screens, teens are increasingly watching video on their phones. Improved access to mobile video through mobile Web has helped this audi-ence to be early adopters of this otherwise cost-prohibitive video platform.When we think of mobile video we think expensive phones and premium plans: a combination reserved mostly for the enterprise-user or extravagant. But as mobile video is increasingly available over mobile Web and on a broad range of phones, even teens are tuning in. In the first quarter of 2009, 18% of U.S. teens 13–17 with mobile phones watched some form of video content on their phone. The experience has been much more popular with teen males, who make up 73% of the teen mobile video audi-ence. Teens who watch mobile video do so more than the average user—watching six hours and 30 minutes a month compared to just three hours and 37 minutes for the typical user.Figure 7: Top Genres of Mobile Video Consumption by Reach—Mobile Video Viewers Ages 13–17—Q1 2009The Internet GenerationMyth: Teens are the most avid users of the InternetReality: Teens browse less than half as much as the typical userMany consider the teens of today to be the Internet generation: Born roughly be-tween 1990 and 1996, today’s teens grew up with a mouse in their hands. They are portrayed as Digital Natives, perpetually connected, guided by both the opportuni-ties and constraints of worldwide con-nectivity. Indeed, some 90% of U.S. teens have access to the Internet at home and 73% have access on a school PC. Among teens with Internet access at home, 55%of teens with Internet say they have a wireless connection at home.Even with this high degree of access and much-vaunted digital acumen, teens actually spend less time on computers and the Internet than others. As Nielsen’s Q1 2009 Three Screen Report revealed, the typical U.S. teenager spends 11 hours and 32 minutes a month on the Web, less than half the U.S. average of 29 hours and 15 minutes per month. As with online video, this is due largely to the fact that teens are less likely than working adults to spend their day with broadband connec-tions and have more time constraints in their day than we often imagine.Source: The Nielsen CompanyWhen you add in the time spent on ap-plications that use the Internet, though, teen PC time spent increases. Overall, U.S. teens averaged 24 hours and 54 minutes per month using the Internet and applica-tions in March 2009. Compared to teens in other markets in which Nielsen tracks PC activity, U.S. teens use the Web and applications more than average, though considerably less than Brazilian teens. Myth: Teens use the Internet in wildly different ways than adultsReality: Teens flock to many of the same categories and sites as adultsAcross the markets, teen Internet use looks a lot like the Internet use of adults. The most popular categories for teens in most markets are general interest portals and search—the same as for their elders. Member communities (social networks and blogs) also consistently rank among the most popular categories for teens. Within this category, MySpace and Facebook are critical elements of the teen experience. In the U.S., nearly half of online teens 12–17 visited MySpace and Facebook in May 2009 (45% and 44%, respectively). All said, teens 12–17 ac-counted for 28% of MySpace’s page views and 12% of Facebook’s during the month. Teens are prolific online publishers, too. Sixty-seven percent of teen social networkers say they update their page at least once a week. And teens look to their social networks for much more than gossip and photo-sharing: to teens, social networks are a key source of information and advice in a critical developmental period: 57% of teen social networkers said they looked to their online social network for advice, making them 63% more likely to do this than the typical social networker.Figure 8: Average Monthly Time Spent Using Internet—U.S. (hh:mm:ss)—Q1 2009Figure 9: Average Monthly Time Spent on Internet and Applications— Persons 12–17 (hh:mm:ss)—March 2009Figure 10: Top Web Brands by Reach—Teens 12–17—March 2009Source: The Nielsen CompanySource: The Nielsen Company78Mobile: Always ConnectedMyth: The only way to reach teens over their phone is textingReality: Teens text at incredible rates, but are early adopters of all mobile media Increasingly, the mobile phone plays a critical role in the media lives of teens. In the U.S., 77% of teens already have their own mobile phone. Another 11% say they regularly borrow one.Figure 11: U.S. Teen (13–17) Mobile Adoption—Q4 2008Number of Calls Sent/Received Number of Billed SMS Sent/ReceivedQtr 120073500435255857286904280105124015142381742231195923922722032899191300025002000150010005000Qtr 22007Qtr 32007Qtr 42007Qtr 12008Qtr 22008Qtr 32008Qtr 42008Qtr 12009Figure 12: Average Number of Monthly Texts and Phone Calls— U.S. Mobile Teens 13–17Of all the mobile behaviors of teens,texting is most talked about. Fingers flying and phone cameras flashing, 83% of U.S. mobile teens use text-messaging and 56% use MMS/picture messaging. The average U.S. mobile teen now sends or receives an average of 2,899 text-messages per month compared to 191 calls. The aver-age number of texts has gone up 566% in just two years, far surpassing the average number of calls, which has stayed nearly steady.More than half of all U.S. teen mobile subscribers (66%) say they actually prefer text-messaging to calling. Thirty-four percent say it’s the reason they got their phone.Still, texting isn’t the only means of com-municating with teens over the mobile phone. Teens are avid users of a wide variety of advanced mobile data features. More than a third of teens download ringtones, Instant Message or use the mobile Web, while about a quarter of U.S. teens download games and applications. To a lesser extent, teens are using video messaging (26%), watching mobile video (18%) and using location-based services on their phone (16%).There is a popular notion that teens in the U.S., indeed U.S. subscribers at large, may be far behind subscribers in other markets in terms of mobile data use. In fact, U.S. teens have adopted mobile media more quickly than in many of the markets Nielsen tracks. Consider mobile Web: as of Q1 2009, 37% of U.S. mobile subscribers 13–17 accessed the Internet on their phone—this ranks U.S. teens second, behind 50% of China’s mobile teens, in terms of mobile Internet penetration.With all of this expanding mobile activity, schools and parents are stepping in to set parameters. Sixty-two percent of U.S. mobile teens say that parents have placed at least one restriction on their mobile use. Ninety-three percent say that their school has.Source: The Nielsen Company9At home, 24% of teen mobile subscribers said they were not allowed to use the phone at dinner, 22% were required to make certain grades, 21% had a limited number of minutes and 13% had a limited number of text-messages. At school, 77% of mobile teens say they are not permitted to use their phone in class and 50% are restricted from using it during assemblies.As teens around the world continue to adopt mobile phones, mobile media and messaging, marketers will be paying attention. Mobile marketing offers the most personal and direct form of engage-ment for an audience that, as this paper demonstrates, is spread broadly across the media ecosystem. Moreover, teens seem to be particularly open to the idea of mo-bile advertising. A 2008 study by Nielsen found that teen mobile media users were roughly three times as receptive to mobile advertising as the total subscriber population: just over half of teen mobile media users considered themselves open to mobile advertising.Figure 14: Teen (13–17) Mobile Internet Penetration by Market—Q1 2009Figure 13: Mobile Media Use by U.S. Teen 13–17 Mobile Users—Q1 200910In terms of genre, comedy films reign with U.S. teenagers. Eighty five percent of U.S. teens say they are fans of thecomedy genre, followed closely by Action & Adventure (80%) before falling off to Sci-Fi (52%) and Suspense or Mystery (51%). Only about half of U.S. teen movie goers say they are fans of horror, anima-tion, drama and family movies. RomanceTheatricalMyth: The silver screen is too old-fash-ioned and expensive for today’s teens Reality: Teens go to the movies more than any other age groupEven with all the in-home and portable video options available, teens still love the Big Screen. Offered a range of in- and out-of-home viewing options, teens said they prefer seeing movies in the theater. Thirty-two percent of U.S. teens ages 12–17 said they prefer the movie theater above DVDs (24%), renting online (7%) and Movies On Demand (5%).Overall, U.S. teens watched an average of 31.4 movies in 2008 via all means (compared to 25.3 for all consumers). Of those, the typical teen saw 10.8 movies in the theater—the highest average theatrical viewing of any age group. Put differently, teens made up 14% of the theatrical movie going audience in 2008 and 20% of the critical “heavy” movie-going segment who saw more than 10 theatrical films in 2008.Figure 15: Movie Genre Preferences—U.S. Teens 12–17—2008movies don’t get much love from teens—just 39% like romantic comedies and only about a quarter enjoy general romance movies.R-rated comedies have grown popular even with female teens: 79% of males 17–24 and 70% of females 17–24 saw at least one R-rated comedy in 2008, and they want more. Fifty-seven percent of males 17–24 and 44% of females 17–24 agreed with the statement, “Can’t Wait for the Next One.”As 3D movies gains some traction, many believe teens present a strong market for these films. In 2008, 27% of teens saw at least one 3D movie, compared to 21% of all movie goers. The experience resonated: 64% of teens who saw at least one 3D movie said the experience was better than a 2D film and 75% they have a definite interest in seeing more films in 3D.11Myth: Teen gamers spend all their time playing “Mature” shooter games Reality: Just two of the top five “most anticipated” games among teens since 2005 were rated MatureOf the top five most anticipated video games among teens since 2005, just two were rated Mature by the ESRB (Entertain-ment Software Rating Board), two were rated Teen and one was rated Everyone. The most anticipated video game among gamers 13–17 since 2005 has been Halo 3, a first-person shooter game rated Mature by the ESRB. At its peak, 61% of active gamers said they had a definite interest in Halo 3. The other Mature rated game in the top five was Grand Theft Auto IV which, with a 37% “definite interest”among teens, tied Guitar Hero: Aerosmith (rated Teen) for the second most antici-pated video game. Mario Party 7 (33%) and Guitar Hero: World Tour (32%) round out the list of the five most anticipated games. Play-along music and fantasydriving games, it turns out, are as relevant to the teen gaming experience as first-person shooter games.Though 25 minutes is a daily average, gaming tends to be a more sporadic activ-ity than, say, TV viewing. When teens dosit down to play—they play for a while.Nielsen estimates that the typical teenconsole gamer will use a console justseven days out of the month, but do so formore than an hour each session. Xbox 360is the most popular video game consoleamong teens—accounting for 29% of alltheir minutes of play.Handheld video game systems are also popular with teens, particularly in theU.S. Globally, 30% of teens have accessto a handheld video game system. In theU.S. penetration of these devices is muchhigher: 73% of U.S. teens had a portablegaming device in their household in 2008.Understanding what teens play on theirvideo game systems might change the perspective on teen gaming. The notionthat teens spend all of their gaming time as first person shooters is false. Indeed, teens spend just some of their time shoot-ing one another up.GamingMyth: Teens are the biggest gamers of all Reality: Teens account for just 23% of the console audience and less than 10% of PC game minutesWhen we think of teen media use, gaming is often one of the first activities that comes to mind. Over the course of the past 20 years, though, the gaming audi-ence has broadened. New devices and games have extended gaming beyond boys to girls, young adults, and—with the introduction of Nintendo’s Wii—people on the younger and older sides of the demographic spectrum. In the fourthquarter of 2008, teens 12–17 made up just 23% of the U.S. console gaming audience and they accounted for fewer than 10% of all of the PC game minutes played in a typical month.Though the gaming audience has broad-ened, console, PC and handheld gaming still plays a prominent role in the media lives of teens.From a console gaming perspective,system access is nearly ubiquitous forU.S. teens. Today, 83% of teens have atleast one console in their home. Seventy-five percent of males 12–17 and 57% offemales 12–17 played console video gamesat least once during the fourth quarterof 2008 (compared to 36% of the totalpopulation age two and older). Male andfemale teen gaming was up from 70% and47% from a year prior, respectively.The typical U.S. teen used a video gameconsole an average of 25 minutes per dayin 2008, for gaming or other multimediauses—an average that has increased overthe past five years as a new generationof video game consoles brought forth aricher gaming experience and offered new cross-media functionality. The averagedaily console use is considerably higher for teen boys (41 minutes) than for teen girls(8 minutes).Females 12–17h h :m m :s s0:50:240:34:140:20:460:07:220:06:410:41:150:24:590:09:150:08:020:43:120:36:000:28:480:21:360:14:240:07:120:00:00200320042005200620072008Males 12–17Persons 12–17Persons 2+Figure 16: Average Daily Video Game Console Use—U.S.Figure 17: Video Game Console and Handheld Use—Past 30 Days, Persons 15–20—2008Source: The Nielsen Company。
尼尔森调研报告尼尔森调研报告尼尔森调研报告是基于尼尔森公司所进行的市场调研活动得出的报告。
尼尔森公司是全球领先的市场调研和信息公司,致力于提供关于消费者行为、市场趋势以及各种消费者数据的准确和全面的信息。
据尼尔森调研报告显示,消费者在购买决策中更倾向于选择具有可靠品牌声誉的产品。
调研数据显示,高达70%的消费者表示在购买产品时会优先考虑品牌的声誉。
这表明品牌形象对消费者购买行为的影响非常重要。
因此,企业在建立和保护自身品牌声誉方面需要付出更多的努力。
此外,尼尔森调研报告还指出了在线购物在全球范围内的迅速增长趋势。
数据显示,2019年时全球电子商务销售额达到3.5万亿美元,同比增长21.9%。
这一数字表明,消费者正在越来越多地倾向于通过在线渠道进行购物。
尼尔森调研报告指出,企业需要调整其销售策略,以更好地抓住这一趋势,并提供符合消费者需求的在线购物体验。
此外,尼尔森调研报告还强调了社交媒体的重要性。
调研数据显示,全球有超过45%的消费者通过社交媒体获取新闻和信息。
此外,超过40%的消费者表示,他们通过社交媒体获取的信息对他们的购买决策产生了积极的影响。
因此,企业需要加强对社交媒体的关注,并利用各种社交媒体平台来提升品牌知名度和影响力。
总体而言,尼尔森调研报告提供了关于市场趋势、消费者行为和购买决策等方面的有价值的信息。
企业可以利用这些数据来制定更加有效的市场营销策略,提高产品竞争力和市场份额。
以上为尼尔森调研报告的简要概述,总字数为500字。
这份报告为企业提供了基于尼尔森公司的市场调研所得出的有关品牌声誉、在线购物趋势和社交媒体重要性等方面的信息,帮助企业更好地了解市场和消费者需求,并制定相应的营销策略。
AC尼尔森《购物者趋势调查》:中国零售市场研究发布时间:2005-05-10市场研究公司AC尼尔森2005年《购物者趋势调查》和2004年零售普查结果显示:随着购物者的购物偏好逐渐倾向于大卖场和便利店,中国零售业态两极分化趋势正在加剧,现代业态(包括大卖场、超市、小型市场及便利店)在门店数量及销售额上均继续保持强势的两位数增长,与此同时,传统业态(包括杂货店、售货亭及其他类型店铺)则整体呈下滑趋势。
AC尼尔森零售研究总监高善达认为,“去年年底中国零售市场开放以来,零售市场上的竞争愈加激烈。
随着2004年超市、大卖场等现代通路门店数量涨幅超过30%,极大超出零售销售额的增长,单店销售额正面临前所未有的威胁,并因此影响到零售商及制造商的利润。
”他指出,“如今,对购物者的深刻洞察已经成为争取购物支出份额的先决条件。
”购物者日益两极分化根据AC尼尔森《购物者趋势调查》,2004年中国零售业销售额上涨10%,购物者在零售市场的花费增长迅猛;同时,调查显示购物者的大幅支出主要花费在大卖场和便利店,超市及传统通路的销售额则维持原有水平或只有较少增长。
2004年,选择大卖场进行花费的购物者比例有所上升,有46%的受访者称在大卖场支出金额最多,比2003年上升3%;近2/3的受访者称经常在大卖场购物,相对2003年的61%出现明显的上涨。
另一方面,2004年选择超市购物的受访者比例与2003年相比则呈下降趋势。
购物者花费及光顾频率的大幅增加同样影响到便利店,17%的受访者称经常光顾便利店,比2003年增长5%.对此,AC尼尔森零售研究总监高善达认为,“如今的零售业态正日益变得两极分化,市场营销人员――无论来自供应商还是零售企业――都必须明确他们的目标购物者,调整布局,更有效地为这一目标群提供服务。
”“现今,零售商之间存在着同质化现象、彼此之间缺乏明显的差异;加强品牌建设、差异化经营才是零售商在中国市场上成功的关键。
尼尔森零售研究报告【篇一:尼尔森报告《解析中国消费者的创新消费习惯》】【尼尔森报告:解析中国消费者的创新消费习惯】2015年7月17日尼尔森市场研究尼尔森最新发布的《全球新产品的突破创新报告》显示,近四分之三(72%)的中国受访者表示上一次购物时购买了刚上市的新品,而亚太市场和全球市场的这一比例仅为60%和57%。
毫无疑问,中国消费者依旧是创新消费的引跑者。
“发展中国家和地区的土壤更利于新产品的培育;他们的人口组成结构趋于年轻化,中产阶级群体日渐庞大,对“买得起的奢侈品”的需求十分旺盛。
”尼尔森大中华区副总裁徐丽平说道,“但这里的消费者需求,他们对新品的标准和预期,与更成熟的市场大相径庭;品牌需要对市场实际情况进行研究,以获取关于消费者的准确信息。
”敢于冒险的中国消费者,引跑创新消费报告显示,仅44%中国消费者更喜欢熟悉的品牌推出的新品,比全球平均值(59%)低了15个点;42%受访者声称自己是新产品的早期消费者,40%的人愿意尝试其它品牌,仅31%的人对本土品牌的偏好大于大型国际品牌(全球平均值为42%)。
价格不再是消费的碍因,43%的人愿意溢价购买具备创新性能的产品。
“中国消费者是具备冒险精神的,他们对货架上不断更新的产品饶有兴趣。
只要产品满足需求,品牌和价格都不是太大问题。
此外,他们更爱在线上线下社交中分享购买新品的经历,互联网成为获取新品资讯的重要渠道与其它国家和区域类似,亲友推荐(59%)和电视广告(54%)是中国消费者获取新品资讯的最重要渠道。
仅次其后的8个重要信息来源中,有5个归属于互联网平台:网络搜索(37%),网络广告(36%),新闻/生活类网站上的文章(34%),品牌/制造商的官网(27%)和社交网络发布(27%)。
其它线下渠道包括店内信息(41%),专业/专家的意见(25%)和免费的试用品(24%)。
这并不奇怪,电商正以令人难以置信的速度在国内发展,越来越多的消费者能随时连接网络,且大部分通过移动端实现。
尼尔森市场研究报告AC尼尔森是全球领先的市场研究、资讯和分析服务的提供者,服务对象包括消费产品和服务行业,以及政府和社会机构。
在全球100多个国家里有超过9,000的客户依靠AC 尼尔森认真负责的专业人士来测量竞争激烈的市场的动态,来理解消费者的态度和行为,以及形成能促进销售和增加利润的高级分析性洞识。
AC尼尔森在中国主要提供以下三大市场研究服务:零售研究 AC尼尔森公司于1992年开始在中国开展零售研究,迄今,在中国的零售研究业务已增长了10倍。
为满足不断增长的客户需求,AC尼尔森公司加速拓展零售研究开展地域。
目前,零售研究覆盖全国主要城市和城镇的50多类非耐用消费品,定期为客户提供有关产品在各地的零售情况报告。
AC尼尔森公司为有意在中国开展业务的客户准确而精练的见解和资讯,使他们能够对迅速增长的消费品市场做出商业投资和战略决策。
AC尼尔森公司能够满足的宏观和微观信息需求。
专项研究 AC尼尔森公司曾在中国100多个城市进行专项研究,内容包括单项和连续的定性、定量分析,帮助各行各业了解他们的消费者。
AC尼尔森开发的独创研究工具包括预测新产品销售量的BASES,顾客满意度研究(CustomereQTM )和测量品牌资产的优胜品牌(Winning BrandsTM),以及广告测试服务,充分利用其全球的研究经验,为中国客户服务。
最近推出的在线研究服务,帮助客户更及时地完成调研项目。
媒介研究 AC尼尔森公司的广告研究服务连续监测电视报刊广告投放情况,并根据公布广告定价计算广告花费。
其结果可用来衡量媒介、产品和品牌所产生的收益,判断哪些广告载体在何时何处效果较好,同时了解竞争品牌的广告动态,从而完善自身的广告策略。
素材丰富的广告库更随时可以提供各类产品的广告创意。
目前,广告监测服务覆盖全国300多的城市的1000个电视频道和300多份报刊杂志。
AC尼尔森公司是中国和全亚太地区媒介研究的先驱,采用先进的电子个人收视记录提供电视收视率数据,进行报纸杂志读者调查和广告费用监测,已经成为媒体和广告行业的通用指标。