TV-Related Social Media Use Is Primarily Driven by Functional, Communal and Playful Factors, According to New Multi-Country Research from Viacom
"When Networks Network: TV Gets Social" Study Reveals Interplay Between TV and Social Media
NEW YORK and LONDON, May 21, 2013 /PRNewswire/ -- Viacom (NASDAQ: VIAB, VIA) and its Viacom International Media Networks (VIMN) division today unveiled the results of "When Networks Network: TV Gets Social," its new multi-country study investigating the relationship between TV and social media usage. The findings uncovered three key types of motivations leading fans to engage in TV-related social media activities: Functional, Communal and Playful.
The multi-country study involved social media diaries in the U.S., as well as online communities in the U.S., U.K. and Germany. International online surveys were conducted in the U.S., U.K., Germany, Brazil and Russia with more than 5,000 Viacom viewers ages 13-49 who use two or more social media platforms on at least a weekly basis.
"Our objective with this research was not only to understand what drives our audiences to social media, but also to see how their social media activity impacts viewing behaviors," said Colleen Fahey Rush, Executive Vice President and Chief Research Officer, Viacom Media Networks. "At Viacom, we're focused on creating social experiences that continue the conversation off-screen and deepen the relationships between our fans and their favorite shows and characters."
Viewers engage in an average of 10 TV-related activities on social media platforms on a weekly basis, including: interacting with friends and fans (72%); following/liking a TV show (57%); sharing or recommending (61%); watching full clips and trailers (61%); searching for info and show schedules (66%); and gaming or signing up for freebies (49%). Out of 24 social media activities tracked, three distinct types of motivations for TV-related social media use emerged: Functional (searching for show schedules, news, exclusives); Communal (personal branding, connecting with others); and Playful (gaming, entering contests).
Of the countries included in the study, Viacom found that viewers in Brazil embrace TV-related social media activities the most frequently, while those in Germany are the least likely to do so.
1. Functional: Information Above All
Function trumps all other motivating factors, including socializing, when it comes to TV-related social media use. This is true of all the countries in the study, with viewers in Germany leaning the most towards the functional motivations. Viewers are more interested in the experiences and content offered by networks and TV shows than communicating with others on social media. They use social media sites to:
- stay informed about air dates and times (44%);
- keep up with the latest show news (45%); and
- access exclusive show info (37%), video (36%) and plot clues (36%).
Functional motives are stronger for teens and young adults. Viewers 13-17 are most likely to use social media to search for show schedules and exclusive videos, while those between the ages of 18 and 24 are most likely to search for the latest show news and to access spoilers.
"We found it intriguing that TV-related social media behaviors and motivating factors were consistent across all five countries that we looked at in this study," said Christian Kurz, Vice President of Research, Insights and Reporting for VIMN. "Globally, social media is becoming today's version of a TV guide for viewers – it is really how they prefer to get their information about the shows they watch."
2. Communal: The Value of a Facebook 'Like' or a Twitter 'Follower'
Communal factors are the second most common reason for engaging in TV-related social media use. Viewers reported using social media to brand themselves and share taste (34%); to connect with the show (28%); and to connect with other fans (28%).
One way viewers satisfy their Communal motivation is by "liking" a show on Facebook or "following" on Twitter. Viacom's research has uncovered the long-questioned value of such Facebook "likes" or Twitter "follows" when it comes to TV. After "liking" or "following" a show, viewers were a full 75% more likely to watch that show. Viewers also watch more in an average of three different ways (live, stream, reruns), and engage more with TV shows and channels on digital platforms:
- 41% access its social media more
- 39% visit show/channel site more often
- 27% are more likely download related apps
"Liking" or "following" also satisfies functional motivations by providing show schedules and updates.
3. Playful: Social TV Games Matter
Third, playful experiences drive TV-related social media activities, including playing for rewards (24% to get freebies or enter contests) or playing games (25% games; 24% quizzes/polls).
- Over 30% play TV show-related social media games on a weekly basis.
- Of the social gamers who watch a TV show and play the related game, about 75% play off-season.
- TV-related gaming is a persistent touch-point and a way to connect year-round with viewers.
Social media games help drive viewership, with around 30% of respondents having gamed before ever watching a show. About half reported watching a show more due to the show's social media game. Game shows, comedy and reality shows come in as the top genres for gaming.
Social Media and Show Discovery
Social media ranked third (39%) as a source of show discovery, behind promos (54%) and word of mouth (50%). The exception is Brazil, where social media ranked even higher as a source of show discovery, second only to TV promos.
The research revealed that social media-fueled show discovery uniquely and positively impacts live tune-in, with viewers significantly more likely to watch a show premiere on live TV when that show is discovered via social media.
- Seventy percent are likely to watch the live debut of a show that was discovered on social media, versus 48% live if it was discovered elsewhere.
- Forty-one percent are likely to watch a show live past its first season if the show was discovered on social media, versus 28% live if it was discovered elsewhere.
Drivers of live tune-in from social media include Facebook friend's comment, a show's post, or a friend "liking" the show.
Click to tweet: BREAKING: @Viacom and @VIMNInsights unveil "When Networks Network: TV Gets Social" study
Viacom is home to the world's premier entertainment brands that connect with audiences through compelling content across television, motion picture, online and mobile platforms in over 160 countries and territories. With media networks reaching approximately 700 million global subscribers, Viacom's leading brands include MTV, VH1, CMT, Logo, BET, CENTRIC, Nickelodeon, Nick Jr., TeenNick, Nicktoons, Nick at Nite, COMEDY CENTRAL, TV Land, SPIKE, Tr3s, Paramount Channel and VIVA. Paramount Pictures, celebrating its 100th year in 2012 and creator of many of the most beloved motion pictures, continues today as a major global producer and distributor of filmed entertainment. Viacom operates a large portfolio of branded digital media experiences, including many of the world's most popular properties for entertainment, community and casual online gaming.
About Viacom International Media Networks
Viacom International Media Networks (VIMN), a unit of Viacom Inc. (NASDAQ: VIA, VIAB), is comprised of many of the world's most popular multimedia entertainment brands, including MTV, Nickelodeon, Comedy Central, BET, Paramount Channel, VH1, VIVA, COLORS, Game One and Tr3s: MTV, Musica y Mas. Viacom brands are seen globally in more than 600 million households in 170 territories and 37 languages via more than 200 locally programmed and operated TV channels and more than 550 digital media and mobile TV properties.
SOURCE Viacom Inc.
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