An update to CIMM from RealityMine covering the development of TouchPoints, the unique syndicated cross-media behavior data product, and other related capabilities from path to purchase analysis to ad effectiveness analysis to digital behavior analysis.
2. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools to
richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
3. Who is RealityMine?
Mobile technology company with powerful passive &
active data collection tools and analytic engines that
provide actionable consumer behavioral insights in over
20 markets worldwide
3
4. RealityMine: Single-sourcing Real Behaviors
& Real Insights in Real Time
Multiple Data
Collection &
Capture Sources
Crisp,
Insightful
Reporting
Powerful
Analytics
Engines
Single-
Sourced
Insight
5. We Have A Robust Set Of Tools And Services To
Capture & Work With Our Very Rich Data
Home Router
Metering
Event Based
Triggered Surveys
Business Intelligence
Insights
In App Metering
Console Metering Panel Management
Dashboard Panel Management &
Deployment
Mobile, Tablet, Laptop &
Desktop PC Metering
Survey & e-Diary
Pro-active Metering
Ad & Media
Exposure Metering
Multi-Screen
Metering
RM Analytics
Dashboard
6. Some Of The Questions We Provide
The Tools To Help Clients Answer
•How are audiences consuming media and when is the optimal times and ways to reach
them?
•When will they be most receptive? What is the most effective mix?
Evaluate Cross-Media
Behavior
•How do consumers come to make buying decisions? How do they move through the
phases of purchasing decisions? How does mobile, tablet, PC, and other tools fit into the
omnichannel path to purchase?
Understand Dynamic
Paths to Purchase
•What does the typical day in the life of your target consumer look like?
•What are their digital and their offline behaviors? What is the total context of those
behaviors?
Define a “Day in the Life”
with Fresh, Rich Detail
•What is the impact that your advertising has on your audiences? Are you reaching them at
a time they are receptive?
•Does your advertising have the impact that you want?
Evaluate Advertising
Effectiveness
•How does technology fit into the daily lives of consumers?
•How are chipsets or mobile devices you have in market performing? How does your
network perform?
•How does Wifi vs. Data speed and strength impact performance?
Explore Technology
Performance
7. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools to
richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
8. The Capacity for Gathering, Processing
and Applying Real-time Data is Only
Going to Grow as Rate of Exponential
Change in Technologies is Underway
These Technologies + Informed Analytics
Will Make it Ever Easier to Get a Rich
Understanding of Individual Behavior
10. Pure Mobile Growth is Trending to
Ubiquity
Key Drivers:
1) Still increasing penetration of tablets, smartphones mobile internet use
2) Upgrades in wireless infrastructure
3) Continued growth in mobile applications
4) Reduced cost of devices
11.
12. Computing Power (and Data Storage) is
Becoming Ubiquitous and Nearly Free
Source: Peter Diamandis
13. The Technology to Measure Behavior
More Precisely is Developing at an
Exponential Rate
RealityMine Seeks to Help Clients
Harness this Data and Find Insight on
What Drives Consumer Behavior
14. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools to
richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
15. RealityMine’s TouchPoints provides the only
syndicated study of consumers emotions, social
settings and activities enabling advertising
messages to be placed when viewers will be
most receptive.
The right message to the right consumer in the
right context to trigger the desired behavior!
16. RM TouchPoints Data Gives a Multifaceted
and Continual View of Life Context…
All media
All emotions
All life contexts
Recorded as close to real-time as possible
All day, every day, half-hour by half-hour
And now also continuously - passively
17. TouchPoints:
Growth in Scale and Scope
• TouchPoints is growing in its capacity
– Expanded sample
– Expanded data
– Launching in other markets – Canada + beyond
– Enhanced analytics to make sense of complex data
18. Enhanced RealityMine TouchPoints
Methodology Overview
5,000 Adults in 2105
aged 18+
TouchPoints eDiary
Panelists recruited online & via
telephone; incentives vary
Passive: Metering + More
Single-Sourced
or Fused to
Key 3rd Party
Data Sets
(MRI & Others)
Data Accessible via
IMS & Telmar
On-line Survey
Hub
19. B.J. Fogg @ Stanford
Behavior is Systematic
It is the result of 3
elements coming together
24. There are six factors that
can increase motivation
Seeking Pleasure
Avoiding Pain
Seeking Hope
Avoiding Fear
Seeking Acceptance
Avoiding Rejection
25. There are six factors that change ability
Time
Money
Physical ability
Brain cycles (too
confusing)
Social deviance
(outside the norm)
Non routine (too new)
$
27. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools
to richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
31. Gender Super Bowl March
Madness
World Cup
Male 50% 54.4% 50.2%
Female 50% 45.6% 49.8%
Age Group Super Bowl March
Madness
World Cup
Millennials (18-
34) 22.7% 45.6% 51.7%
Older (35-64) 77.3% 54.4% 48.5%
Who Was Watching?
Viewers % by Gender and Age Group
32. Where Were They & Who Were They With?
Super Bowl March Madness World Cup
By themselves
At home
With their kids
At home
With their partner
At restaurants / bars
33. Key Variances by Segment
Female
Millennials
(18-34)
Females (35+)
Male
Millennials
(18-34)
Male (35+)
Alone at
Home
With Children
at Home
Alone at Work
With Partner
and Children at
Home
With Partner
at
Restaurant/Ba
rs and
Someone
Else’s Home
With Children
and Partners
at
Restaurant/Ba
rs
With Friends at
Restaurant/Bar
With Partner at
Restaurant/Bar
and Someone
Else’s Home
34. 37% 41% 52%
42% 45% 35%
22% 15% 13%
Super Bowl March Madness World Cup
Viewers Emotions While Experiencing the Given Event
The World Cup is the One Sports Event That
Most People Feel Happy About
NEGATIVE
NEUTRAL
POSITIVE
35. But Few Members of the Audience
are Only Watching the Events
Note: Others include parent-child activities, nothing, exercise, community/religious activities, shopping online, school and caring for others
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
Activities During Sport Events (%)
Super Bowl March Madness World Cup Average Day
37. March Madness: All About the Future
Potential, Then Reality Set In…
0
2
4
6
8
10
12
Sat 15th Sun 16th Mon 17th Tue 18th Wed 19th Thu 20th Fri 21st Sat 22nd Sun 23rd
Media
distribution
over
study
(%)
Date (Match '14)
TV
Radio
Mobile
38. Viewership of the World Cup games in the
USA Peaked When USA Played then Faded
0.00%
5.00%
10.00%
15.00%
20.00%
25.00%
30.00%
35.00%
40.00%
USA vs
Portugal USA vs
Germany
USA vs
Belgium
USA Audience of the World Cup 2014
France vs
Germany
Brazil vs
Colombia
Final
39. Super Bowl XLVIII: Most Viewed Event in Television History*
but Boredom Took Over the Audience by 9pm
* -http://www.adweek.com/news/television/nielsen-overturns-earlier-call-super-bowl-xlviii-most-watched-ever-155461
0%
10%
20%
30%
40%
50%
60%
70%
18:00 18:30 19:00 19:30 20:00 20:30 21:00 21:30 22:00 22:30 23:00 23:30
Other Super Bowl Boredom
40. But what else is going on at any given
moment?
A whole lot more than just watching the
event…
43. Second Screen activity is a function of
the larger context
It takes on a more specific role within
the sporting event itself, depending
on the context
44. TV is Still the Biggest Media Platform, but PC, Mobile
and Radio Played Very Different Roles for Each Event
49.6%
44.7%
45.1%
20.5%
27.2%
16.7%
15.9% 16.3%
18.2%
14.0%
11.8%
20.0%
Super Bowl March Madness World Cup
TVTVTV PCPCPC Mobile RADIOO
Super Bowl March Madness World Cup
Media Consumption by Platform in % Event Mins
45. For Sports Viewers: Lots of Sports Apps in Use
(Typical Phone of a March Madness Viewer)
Skype is heavily used
by March Madness
viewers. Yahoo Sports and ESPN
Streak
Candy Crush Saga
ranked lower in people
who watched the
tournament than those
that didn't.
The top apps are all
sport related.
Source: Reality Mine Data Collected March – April 2014
46. Super Bowl had the Highest Proportion of
Second Screeners – World Cup, the Least
Bruno Mars stimulates huge Twitter activity…
47. Second Screen / Mobile Device Use:
World Cup Viewers the Lowest Users
0%
10%
20%
30%
40%
50%
60%
70%
Email Internet Gaming Talking Texting Apps Taking
Pictures
%
of
Second
Screen
Activity
via
Mobile
Phone
Super Bowl March Madness World Cup
48. By the Third USA WC Game, Fans Focused on
the Big Screen, Away From Second Screens
% difference between
USA vs Portugal and USA
vs Germany
% difference between
USA vs Germany and USA
vs Belgium
49. Different Moods / States &
Context Drive Types of Second
Screen Activity
50. When March Madness Viewers Were Bored They Played
Candy Crush Saga Source: Reality Mine Data Collected March – April 2014
51. When March Madness Viewers Were
Excited They Were on YouTube or
Chatting on Whats App
Source: Reality Mine Data Collected March – April 2014
52. When March Madness Viewers Were Lonely
They Were on Facebook
Source: Reality Mine Data Collected March – April 2014
53. When March Madness Viewers Were Feeling
Overwhelmed They Were on Mint or using other
Financial Tools
Source: Reality Mine Data Collected March – April 2014
54. Different Events Had Different App
Use Patterns
EMOTION Super Bowl March Madness World Cup
Bored
Happy
Excited
Lonely
Stressed
Social Networking
News Email
Weather Games Games
Sports
Messaging
Hobbies
Finance
Games
Social Networking
Social Networking
Shopping
Games
Viewers App Usage by Emotions
55. USA Fans Utilised Various Communication Apps Dependent
on World Cup Game Outcome / Emotion
56. How Does this All Affect Other
Behaviors, Such as Consumer
Receptivity to Advertising and Paths
to Purchase?
57. How Did Advertising During March Madness
Games Change Your Opinion of a Brand?
Advertising during March Madness had a positive impact on brands,
with the most obvious gain being that these brands seemed more
nationally available and competitive.
Potential to create a motivation rush
Source: Reality Mine Data Collected March – April 2014
58. How Best To Trigger Behaviors
Marketers Want to Achieve?
Source: Reality Mine Data Collected March – April 2014
59. Very Different Context & Motivation =
Different Behaviors
Thought about
restaurant/bar
purchase
50% of World Cup
viewers made a
purchase in a
restaurant or bar
Thought about
making a fast
food purchase
95% of viewers
followed through
and purchased
fast food.
• Surprisingly, affluents spend less time thinking before Restaurant/Bar purchases than
before Fast Food purchases.
60. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools
to richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
61. We Analyze the Entire Path to Purchase
Home / Office In Car On Street Threshold Shopping/Sho
wroom
At Shelf
eDiary Complete Complete Complete Complete Complete Complete
Passive Continual Continual Continual Continual Continual Continual
Ad
Listening
TV & Radio
Detection
Radio
Detection
N/A N/A In-Store
audio/video
In-Store
audio/video
Behavioral
Triggers
Ad, search
or other
Post-trip Ad, search,
location, etc.
Ad, search,
location,
etc.
Ad, search,
location, etc.
Ad, search,
location, etc.
62. Path to Purchase in Practice
Customers, especially Millennials, will buy
what they want, when and where they want
it –
– Shopping, and their winding path to
purchase will be on their terms!
Path to Purchase
Retailer
Selection
Planning
Everyday
Influence
In Store
Experience At Shelf
Pre-Shop
During Shop
63. We Have Developed an Analytic Toolset to
Cluster Behaviors by Path to Purchase Steps
Category
Consideration
Category &
Specific Brand
Evaluation
Shopping,
Negotiation &
Purchase
64. Analytic Tools Set to Examine Specific
Behaviors in Each Step on the Path - Tech
65. For Each Stage Detailed Analytics are
Possible – Can Go to Respondent-Level
66. 0%
5%
10%
15%
20%
25%
30%
35%
40%
6:00
AM
7:00
AM
8:00
AM
9:00
AM
10:00
AM
11:00
AM
12:00
PM
1:00
PM
2:00
PM
3:00
PM
4:00
PM
5:00
PM
6:00
PM
7:00
PM
8:00
PM
9:00
PM
10:00
PM
11:00
PM
% Reach of OOH Media by Hour
NET Mon-Sun / Women 25-54
Shopping AM/FM Radio Internet via Computer Mobile Internet Broadcast TV Cable TV
80% of weekly In-Store Shopping takes place during midday
And Layer In Media Behavior onto the Path
Source: 2014.1 USA TouchPoints. Reach of Media consumed Out of Home by Women 25-54 NET Mon-Sun. AM/FM Radio includes HD Radio and
radio station streams; Internet excludes email; Television includes live and time-shifted viewing; Cable TV excludes premium channels
Radio is the most consumed medium during these peak shopping hours
AM/FM Radio
In-Store Shopping
Internet via Computer
Mobile Internet
Cable TV Broadcast TV
67. Agenda
• About RealityMine
• The path of technology innovation
• USA TouchPoints / Behavior design /
Receptivity
• Ways we are bringing together these tools
to richer applications
– Sports media behavior
– Path to purchase analytics
– Real-time analytics
68. We Have a Real-Time View on Context
& Opportunities to Trigger Behaviors
Lots of viewers! Great data
Very different audiences and very different ways the audiences engage with the events
The events themselves shape the way people engage with them – not static
Lots of viewers! Great data
Very different audiences and very different ways the audiences engage with the events
The events themselves shape the way people engage with them – not static
Lots of viewers! Great data
Very different audiences and very different ways the audiences engage with the events
The events themselves shape the way people engage with them – not static
Super Bowl XLVIII was the most viewed event in television history* however, our data has indicated that Super Bowl had the highest audience from our respondents between 19.00 and 19.30 hours but the half time show saw a lot of people change channel. From 21.00 hours onwards, by which point the result was pretty much guaranteed, people had switched off to watch other TV programs. This change in the viewership of Super Bowl coincides with heightened levels of boredom among our respondents and has enabled RealityMine to identify the peak time for advertising slots to be between 7 and 7:30PM.
Bruno Mars’ half time performance during the Super Bowl game sparked over 2 million Tweets worldwide, the impact of the huge social networking activity of viewers of Super Bowl is mirrored in the high second screen activity that we can see in our data.
With the championship being fought between just two teams, it’s more than likely that a large proportion of Super Bowl viewers tune in for the show not just the game…with less viewers emotionally invested in the teams’ performance concentration levels are lower and second screens are used in conjunction with TV viewing
95% of panellists who thought about purchasing in restaurant/bar followed the through through to a purchase
The Advertising message influences brand preference, but it's a medium's job to deliver that message in the key window of opportunity -- radio does this more effectively than any other medium. It can also deliver commercial messaging in different contexts at different moments of receptivity and to places other media simply don't go.
Working people have always shopped during the work day. The commute takes them past stores and malls, supermarkets and auto dealers. It is a convenient time to buy almost anything. And the practice of work-day shopping is growing. Higher gas prices and busy schedules encourage consumers to consolidate their shopping and make more of their purchases on the drive to and from work or during their lunch break