Posts tagged with "data"

Art by Nicole of 360 for use by 360 Magazine

Electric Car Popularity In Europe

15 European Countries Had Highest Share of EVs in New Car Sales in 2020; Norway Highest – 75% Share

European nations are leading the way in new Electric Vehicle (EV) sales despite the emergence of Mainland China as the biggest market for EVs. According to data presented by Trading Platforms, 15 European countries had the highest share of plug-in EVs in new passenger car sales in 2020 – Norway had the highest at 75%

Norway A Positive Outlier In New EV Sales

Electric Vehicles have become more popular in recent times, accounting for 4.2% of the world’s total light-vehicle sales in 2020 compared to just 2.5% in 2019. Only eight countries achieved an EV share of 5% or higher in 2019, but in 2020 13 countries were able to cross the 10% mark of new light-vehicle sales.

Norway leads all nations by a wide margin with an incredible 74.8% plug-in EV share of new passenger car sales in 2020. Iceland was a distant second at 45% making them the only other country to have an EV share that accounted for more than a third of its total new light-vehicle sales in 2020.

Europe Leading The Way In New EV Sales

The top 15 countries with the highest EV share of new light-vehicle sales in 2020 were all European. China is the first country outside of Europe to feature on the rankings with 6.2%, for the 16th highest share in the world, despite being the largest market for EVs in terms of unit sales. Notably, the USA is well below the top nations at just 2.3%

Rex Pascual, Editor at Trading Platforms , commented on the rise of Europe’’s EV market;

“EV had a strong 2020 despite the economic downturn caused by the pandemic. Many rich European nations effectively use policies such as tax exemptions and subsidies to encourage the purchase of EVs, making the continent a robust emerging market in the ever going EV industry.”

You can read more about the story with more statistics and information here 

Fortnite illustration by Heather Skovlund for 360 Magazine

Fortnite Most Streamed Game on Twitch

Fortnite Most Streamed Game on Twitch for March 2021 – 7M Hours Streamed

According to data presented by Safe Betting Sites US, Fortnite was the most streamed game on Twitch for March 2021 – a total of 6.99 million hours streamed for the month.

Fortnite Leads Several of Twitch’s Key Metrics

Fortnite continues to dominate charts in 2021 and was the most streamed game on Twitch for the month of March. The popular online Battle Royale game logged a total of 6.99M hours streamed on the platform. The second most streamed game on Twitch was Call of Duty: Modern Warfare with a total of 5.03M hours streamed for the month of March.

Fortnite also led the charts in the number of streamers for the month of March 2021. A total of 669,749 streamers streamed Fortnite for the month. Minecraft had the second largest number of streamers with 468,017. Overall, the top 10 leading games in terms of the number of streamers for the month of March, were streamed by an estimated 3.2M streamers on Twitch.

The top 10 games on twitch with the most channels accounted for over 50K channels. Twitch had an almost 20% share of this total with 9,707 channels in March 2021. The second most was COD: Modern Warfare with just under 7K channels.

League of Legends had the largest recorded peak viewers on Twitch in March 2021 with 704,375 peak viewers. The second-largest belonged to Minecraft which recorded 663, 533 peak viewers in March 2021. Fortnite had the fifth largest peak viewers with 641, 227.

Rex Pascual, Esports Editor at Safe Betting Sites US commented: “Despite the rise of many other titles within the same game mode such as PUBG and Warzone, Fortnite continues to attract large audiences on video game streaming platforms. Fortnite’s status as the pioneer of the increasingly popular Battle Royale game mode gives it a loyal and avid fanbase that will keep it near the top of Twitch’s charts for years to come.”

You can read more about the story with more statistics and information here.

Virtual Meeting illustration by Heather Skovlund for 360 Magazine

Zoom Hits A Record High

Zoom Hit a Record High Quarterly Revenue of $882.5 Million, Almost a 370% Increase YoY

Zoom’s revenues skyrocketed last year as global demand for online meeting solutions soared amid the COVID-19 lockdown. Although the popular video conferencing platform generated impressive revenue through its fiscal year 2021, the year’s final quarter set a new record.

According to data presented by BuyShares, Zoom hit a record high quarterly revenue of $882.5 million in Q4 FY 2021, almost a 370% increase year-over-year.

Annual Revenue Soared by 700% in Two Years

Unlike many other sectors, the video conferencing platforms witnessed explosive growth amid the COVID-19 crisis, as millions of people started working from home. However, Zoom emerged as the most preferred platform for holding virtual meetings. As countries across the globe-imposed lockdowns, family members also turned to Zoom as a way of keeping in touch with each other. Museums, theatres, and schools chose the platform to maintain normal operations.

With the ban on social gatherings, Zoom also became a cultural phenomenon through hosting parties, concerts, church services, and art shows. The surge in the number of users led to a 700% revenue growth in two years.

In the fiscal year 2019, Zoom generated $330.5 million in revenue, revealed the company’s earnings report. Over the next twelve months, this figure jumped by more than 88% to $626.6 million. The two-digit increase was driven by a strong Q4 FY 2020, matching the period between January and March 2020, when the pandemic already struck. Zoom’s quarterly revenue jumped by 78% YoY in this three-month period and hit $188 million.

The strong increasing trend continued in the following months, with revenue rising to $328.1 million in the second quarter of the calendar year 2020. Statistics show this figure more than doubled in the next three-month period and hit $663.5 million.

However, the fourth quarter of the fiscal year 2021, matching the period between January and March 2021, delivered the highest quarterly revenue in Zoom`s history, causing annual revenues to rise above the expectations to $2.65bn.

Almost 70% of that value, or $1.83bn, was generated in the Americas as the largest Zoom market. Users from the EMEA region, as the second-largest market, generated $486 million in revenue. Asia followed with $332.8 million, respectively.

Market Cap Soared by 357% Year-Over-Year

While the Zoom stock price has increased steadily throughout 2020, a positive announcement regarding the efficiency of a COVID-19 vaccine in November last year resulted in the price falling by more than 30% by the end of the year.

Since then, the share price has been fluctuating and in recent months saw even more of a downturn, reaching $328.95 last week.

In December 2020, the combined value of Zoom shares stood at $115.5bn, revealed the MacroTrends data. Over the last four months, this figure dropped to $96.6bn, still a 357% increase year-over-year.

The full story can be read here

Gun Violence illustration by Heather Skovlund for 360 Magazine

Indianapolis FedEx Mass Shooting

EIGHT KILLED IN INDIANAPOLIS FEDEX FACILITY SHOOTING

What we know so far

  • Brandon Hole, the shooting suspect, opened fire outside and inside of a FedEx facility in Indianapolis, Indiana on Thursday evening.
  • Eight people were shot and killed, while several others were wounded in addition to the gunman.
  • Police believe the gunman killed himself as officers encountered him.
  • The motive for the shooting known at this time.

Law enforcement were notified of a mass casualty situation at the Indianapolis FedEx location late Thursday evening. Timothy Boillat, a FedEx employee, was inside of the building when the gunshots began, according to CNN. He was on break when he heard “two loud metal clangs,” not realizing that it was gun shots. Boillat said his friend saw someone grabbing a gun out of the trunk of their car. It was at that moment that Boillat saw a body on the ground. Levi Miller was interviewed this morning by the Today Show and stated “I saw a man, a hooded figure. The man did have an AR in his hand, and he started shouting and then he started firing. I thought he saw me, so I immediately ducked for cover.”

Deputy Chief of Criminal Investigations for Indianapolis Police, Craig McCartt, stated that four of the victims were found inside of the FedEx facility and four were found outside. The suspect was found deceased, in addition to eight other people. The Indianapolis Police Department said they have an idea of who the suspect was, however, have not formally identified him. The Department believes that the shooter was using a rifle, but they do not yet have any specifics on the weapon. The police are being assisted by the FBI in searching the suspect’s house. Special agent Paul Keenan is in charge.

During a news conference McCartt stated, “This suspect came to the facility. He got out of his car and pretty quickly started some random shooting outside the facility. There was no confrontation with anyone. That began in the parking lot and then he did go into the building.”

Alfarena McGinty, the Chief Deputy Coroner at the Marion County Coroner’s Office, said that the Department is conducting an investigation, but cannot yet enter the crime scene to confirm the victims’ identity until all evidence has been collected. “We are still a number of hours out before we are able to go on to the scene to conduct our investigation, and then after that, we’ll work with the families. Following that process, what we have to do is we will perform our examinations,” she said, adding that extra staff will be called in to complete those examinations in the next 48 to 72 hours, reports CNN.

According to data from the Gun Violence Archive, there have been at least 147 mass shootings incidents in 2021 in the United States. The Gun Violence Archive is an online archive of gun violence incidents collected from various law enforcement, media, government and commercial sources daily in order to provide near-real time data about the results of gun violence. GVA is a non-profit corporation based out of Washington DC, as stated on their website.

UPDATE:

Indianapolis Police has released the names of the deceased victims from Thursday night’s shooting. 

The victims are: 

  • 32-year-old Matthew R Alexander 
  • 19-year-old Samaria Blackwell
  • 66-year-old Amarjeet Johal
  • 64-year-old Jaswinder Kaur
  • 68-year-old Jaswinder Singh
  • 48-year-old Amarjit Sekhon
  • 19-year-old Karlie Smith
  • 74-year-old John Weisert

A statement by IMPD says the next of kin has been notified by the Marion County Coroner’s Office.

The cause of death will be determined after autopsies are complete, according to the statement. 

IMPD said the names of those injured are not being released. 

Child with phone illustration by Heather Skovlund for 360 Magazine

Children and Screens Announces Grant

­CHILDREN AND SCREENS ANNOUNCES $100,000 GRANT SUPPORTING NEW RESEARCH INTO DIGITAL MEDIA USE AND BRAIN DEVELOPMENT

Children and Screens: Institute of Digital Media and Child Development is pleased to announce that it has awarded a grant of $100,000 to Marc Potenza, Ph.D., MD, Professor of Psychiatry at Yale University, Yihong Zhao, Ph.D., member of the Center of Alcohol and Substance Use Studies at Rutgers University, and their interdisciplinary, interinstitutional team, in support of their research exploring the associations between screen media activity and brain development in school-aged children. 
 
“It is vital to investigate what ever-increasing digital media engagement means for developing brains, especially in middle childhood when children’s devices and brains are working on overdrive. Technology is advancing rapidly, and we hope to do our part to help science keep up; we are delighted to create opportunities to advance scientific research on this topic through the Institute, which I founded 13 years ago.” Dr. Pam Hurst-Della Pietra, President and Founder, Children and Screens: Institute of Digital Media and Child Development 
 
Drawing on longitudinal data from the NIH’s landmark Adolescent Brain Cognitive Development Study, Dr. Potenza, Dr. Zhao, and their associates intend to utilize state-of-the-art statistical methodology and predictive modeling to investigate the relationships between digital media use and changes in brain structure and function, as well as the associated clinically relevant behaviors. The study, which was proposed following the Institute’s March 2020 Digital Media and Developing Brain Research Retreat, will examine the effects of a variety of specific media-based activities and will focus on children from ages 9-12. The results of this research will yield benefits and insight not only for the research community, but also for families, clinicians, and policymakers.
 
“The advances in ‘big data’ approaches have led to an unprecedented increase in our understanding of how brain structure and function relate to specific behaviors. With the support of Children and Screens, we aim to apply novel and innovative big data approaches to ABCD data to understand how brain structure and function relate to, and importantly may be impacted by, types and patterns of screen media activity. Dr. Martin Paulus and colleagues used a portion of the first wave of ABCD data to identify patterns of cortical thinning associated with screen media activity. We hope to build off and extend this work by examining the full initial sample and subsequent waves of ABCD data to determine brain-behavior relationships with respect to youth screen media activity. We hope to communicate these findings in order to advance prevention and policy efforts that promote healthy childhood development in environments increasingly involving digital technologies.” – Dr. Marc Potenza, Grant Recipient
 
Bridging the medical, neuroscientific, social scientific, education, and academic communities, the Children and Screens’ interdisciplinary scientific research grants program was conceived as part of a larger research program to advance and support study, knowledge, and scientific collaboration. Developed in 2017, the grants program provides researchers with access to the early-stage financial support necessary to pilot worthy new projects studying the impact of children’s engagement with current and evolving technologies.
 
In addition to the research funds awarded as part of the retreat program and those granted to explore the impacts of digital media during the current health crisis, Children and Screens’ regular Tips for Parents newsletter provides evidence-based, practical advice for families coping with the unprecedented realities of the pandemic, including changed economic circumstances, health concerns, lockdowns, social distancing, remote learning, and working from home. Each newsletter features insights from world-renowned experts, who share tips and advice about managing screen time, social media use, gaming, technology addiction, privacy, parenting, and more.
 
In addition, our popular, bi-weekly Ask the Experts virtual workshop series features dynamic conversations among international, interdisciplinary experts in the field of digital media and child development. Each discussion explores a different digital media challenge associated with the COVID-19 pandemic and presents families with current scientific research, clinical advice, and practical, evidence-based advice. Panelists include leading parenting experts, former AAP Presidents, top child and adolescent psychiatrists, high-impact journal editors, leading researchers, well-known authors, and others. To date, the series has reached parents, researchers, educators, clinicians, government agencies, and public health professionals in over 30 countries and all 50 states.
 
About Children and Screens:
Since its inception in 2013, Children and Screens: Institute of Digital Media and Child Development, has become one of the nation’s leading non-profit organizations dedicated to advancing and supporting interdisciplinary scientific research, enhancing human capital in the field, informing and educating the public, and advocating for sound public policy for child health and wellness.

Sports illustration by Heather Skovlund for 360 Magazine

NFL Highest Average Franchise Value

NFL Highest Average Franchise Value Among North American Sports Leagues – Over $3B in 2020

The North American sports industry is one of the most lucrative industries in the world. Since 2010 the average franchise value of the four major North American sports leagues has risen at a dramatic rate. Iconic franchises such as the Los Angeles Lakers, New York Yankees and the Dallas Cowboys, just to name a few, are now worth billions of dollars.

According to data presented by Safe Betting Sites, the NFL had the highest average franchise value among the major North American sports leagues while the NBA had the highest CAGR from 2010-2020.

NFL Average Franchise Value Over $3B in 2020; NHL Only League to Experience A Decline

In 2020 the average value of NFL franchises stood at $3.045B – the highest average franchise value among the four major North American sports leagues. This figure was a 6.5%YoY increase from 2019’s value of $2.86B. The NBA had the second-largest average franchise value after leapfrogging MLB in 2019.

The average value of an NBA franchise stood at $2.123B in 2020, a 13.65% YoY increase from 2019 – the highest rate of increase among the four leagues. The NHL was the only North American sports league that experienced a decline in its average franchise value for 2020. The average value of an NHL team in 2020 stood at $653M, 2.1% less than 2019’s average value of $667M.

NBA Had Highest CAGR from 2010-2020 – 19.19%

North American sports leagues enjoyed significant growth in the last decade. In 2014 the average franchise value of the NFL, NBA and MLB had all crossed the $1B mark while the NHL crossed the $500M mark for the first time. In the period from 2010-2020, it was the NBA that experienced the highest growth among North America’s sports leagues.

In 2010 the average franchise value of the NBA stood at only $367M. Since then, this value has experienced an impressive 10-Year CAGR of 19.19% – the highest CAGR among the leagues. MLB registered the second largest CAGR of 14.2% while both the NFL and NHL had a CAGR of just over 11%.

Dallas Cowboys, NY Knicks, NY Yankees and NY Rangers Most Valuable Franchises Per League

The Dallas Cowboys of the NFL is the most valuable North American sports franchise with an estimated value of $5.5B in 2020. New York solidified its place as North America’s most lucrative sports market with the three other most valuable teams in their respective leagues calling it home. The Yankees, Knicks and Rangers were worth $5.25B, $5B, and $1.65B respectively in 2020.

You can read more about the story with more statistics and information here.

Sceenic illustration by Heather Skovlund for 360 Magazine

Sports Innovation Lab × Sceenic

Sceenic, a leading software solutions provider for real-time experiences, has been named a Game Changer in the growing Co-Watch trend in the latest Sports Innovation Lab Power Play Index.

Sports Innovation Lab’s Power Play Index for the Fluid Fan Behavior of Co-Watch identifies those companies that are best positioned to create immersive viewing experiences for fans at home. Sceenic is the only Game Changer in the index, which charts the top 10 technology providers that offer co-watch solutions in the market.

The Power Play Index ranks companies in two categories: 

  • Technology Alignment: determined through a company’s signal score as it relates to watch parties, video chat, and voice chat.
  • Market Validation: determined through a company’s signal score as it relates to leagues, venues, people, and partners.

“When we publish a Power Play Index, we let the data do the talking. Our methodology identifies companies with both the market validation and technology depth that allows them to enable the Fluid Fan,” said Josh Walker, Co-founder and President of Sports Innovation Lab. “Sceenic is our Co-Watching Game Changer for 2020, proving that powerful co-watching technology isn’t the future, but the present.”

Sceenic is identified as the highest-ranking company for each measure due to the seamless turnkey nature of its offering for video, OTT, IPTV or STB providers, and the ease of integration for the Sceenic Watch Together SDKs and APIs into existing platforms with customization. The report also noted Sceenic’s partners and the experiences that they power in the market for clients such as BT Sport (UK), NPO (NL), ScreenHits TV (EU and US), LaLiga (ES), among others.

Key facts:

  • Sports Innovation Lab focused their recent fan behavior research on “Co-watch” presented in the Power Play Index. Getting fans to watch sports content – a live game, a recorded stream, or highlights – is simply getting them to show up. To keep Fluid Fans hooked, to get them coming back more frequently, and for longer periods of time, sports organizations must enable them to learn more about the sport and the athletes. When fans learn, they dive deeper into storylines, get invested in matchups, and come back again and again because they have a greater appreciation for the sport. When fans watch more, revenue opportunities from sponsorships, as well as ancillary behaviors like shopping merchandise or betting, increase
  • Sceenic is a leader in proving co-watch solutions to enhance the fan experience inside their clients’ platforms. Sceenic created the Watch Together software solution in 2013 to provide Broadcast, Telcos and Media companies with an engaging experience inside their platforms. The technology is available to be quickly deployed for video, OTT, IPTV or STB providers to integrate into their existing platforms
  • Sceenic was the first company, in 2019, to showcase and offer the Watch Together software solution on 5G
  • EE (the UK Telco) launched Matchday Experience on the BT Sport app in October 2020, with all BT Sport customers able to access the service from January 2021
  • BT Sport’s Watch Together is available on all broadcast content, 24/7 and on all devices (mobile, tablets, TV)
  • Powered by Sceenic during the 2020 Tour de France, NPO, the Netherlands Public Broadcaster enabled their users to meet the former cyclist Michael Boogerd inside their NPO Start web platform to share insights, answer questions and take online selfies with fans. 

“Seven years in development and refinement, our Watch Together technology stack is proving its worth in large scale deployments with BT Sport, T-Mobile Germany, NPO – Tour de France and others,” said Paul Bojarski, CEO, Sceenic. “What is now exciting is seeing how Watch Together actively supports our customers’ business objectives: the organic multiplier effect it brings to subscriber acquisition and retention, the powerful compliment of C2C word of mouth recommendations to machine learning, and the emergence of wholly original in-room interactive marketing/advertising opportunities.”

About Sceenic

Sceenic is an innovator and leader in understanding today’s customer behaviors and their expectations. In 2013, the company created the Watch Together software solution, adding value to fan-engagement and keeping the conversation within their clients’ platforms: BT Sport, T-Mobile Germany (Deutsche Telekom), NPO, ScreenHits TV, LaLiga, Virgin Connect, WeLoveGaming eSports, FIFAe, among others. You can read more about Sceenic here.

About Sports Innovation Lab 

Sports Innovation Lab is leading a sports research revolution. Sports Innovation Lab exists to educate clients on the technological possibilities for their brand and how to ultimately drive value to the end consumer: The Fluid Fans. Sports Innovation Lab inspires brands to create breakthrough fan experiences through data-driven technology insights and industry-leading research. You can learn more about Sports Innovation Lab here.

Kaelen Felix Illustrates a COVID-19 Article for 360 MAGAZINE

Native Peoples’ Perspectives Toward COVID-19 Vaccine

Urban Indian Health Institute (UIHI) released a study with the first-ever national data regarding American Indian and Alaska Native peoples’ knowledge, attitudes, and beliefs about a COVID-19 vaccine.

The study surveyed American Indians and Alaska Natives across 46 states—representing 318 different tribal affiliations—to gather information ranging from individuals’ willingness to receive a COVID-19 vaccine to the hurdles they face in accessing healthcare and resources.

“This data will be important to all organizations conducting COVID-19 vaccine education efforts,” said Abigail Echo-Hawk, director of UIHI. “Native communities have unique challenges and needs that usually are not considered in public health campaigns.”

American Indian and Alaska Native people continue to be disproportionately impacted by the COVID-19 pandemic. The COVID-19 incidence and mortality rates are 3.5 and 1.8 times that of non-Hispanic Whites, respectively.

While there has been worry about vaccine participation in Native communities, 75% of study participants claimed they would be willing to receive a COVID-19 vaccine, higher than the national average according to an Ipsos survey from October 2020, which indicates that 64% of the U.S. general population was willing to receive a vaccine.

“Willingness to receive a vaccine and hesitancy are not mutually exclusive,” said Echo-Hawk. “Fear and distrust of government and medical systems still exist in our community, which are hurdles that we have to overcome.”

Echo-Hawk hopes the report can start to create a better understanding of the unique perspectives of Native people.

“The data indicates that most Native people willing to be vaccinated feel it is their responsibility for the health of their community,” Echo-Hawk said. “This shows what motivates our community when it comes to decision-making.”

Report key findings:

  • 75% of participants were willing to receive a COVID-19 vaccine.
  • 74% of participants claimed that getting vaccinated is their responsibility to their community.
  • 89% of participants wanted evidence that the vaccine is safe right now and in the long term.
  • 39% of all participants reported difficulty traveling to their clinic for an appointment.
  • Two-thirds of participants willing to get vaccinated were confident that COVID-19 vaccines were adequately tested for safety and effectiveness among Native people.
  • 75% of participants willing to get vaccinated had concerns about potential side effects.
  • 25% of participants were unwilling to receive a COVID-19 vaccine.
  • 90% of participants unwilling to get vaccinated recognized COVID-19 as a serious disease.
  • 89% of participants unwilling to get vaccinated had concerns about potential side effects.

VMware’s SaaS and Subscription Revenue Spikes in Oct. 2020

VMware’s SaaS and Subscription Revenue Spikes by 44% to $676 Million in October 2020

SaaS and subscription revenue of its VMware surpassed its on-premises license revenue for the first time in its Q3 fiscal year 2021 which ended in October 2020.

According to the research data analyzed and published by Comprar Acciones, VMware’s SaaS and subscription revenue for Q3 FY21 totaled $676 million. That marked an increase of 44% year-over-year (YoY) and accounted for 24% of the company’s total revenue. It is $37 million higher than the $639 million revenue of its on-premises license segment.

Global IT Spending to Shed $300 Billion in 2020 as Cloud Spending Surges 6.3%

Global spending on data center systems is expected to drop 10% to $188 billion in 2020 according to Gartner. At the same time, cloud system infrastructure services are estimated to grow from $41 billion in 2019 to $63 billion in 2020.

Gartner also projects that SaaS solutions will generate $104.7 billion in 2020. The figure was $102.1 billion in 2019 and is set to grow to $121.0 billion in 2021, and further to $140.6 billion in 2022.

According to a study by IDC, In Q1 2020, on-premises IT spending sank by 16.3% YoY, while cloud spending grew by 2.2%. Similarly, in Q2 2020, traditional IT spending fell by 8.7% YoY while cloud spending soared by 34.4% YoY.

Q3 2020 saw a 33% YoY upsurge in global cloud spending to reach $36.5 billion according to a forecast by Canalys. That was $2 billion higher than Q2 2020 and $9 billion higher than Q3 2019.

Moreover, Gartner projects that global IT spending will decline by 8% YoY in 2020 to $3.5 trillion, down from $3.8 trillion in 2019, which means that the drop will be a massive $300 billion. However, cloud spending will grow by 6.3% during the same period.

The full story, statistics and information can be found here.

Streaming, tv, film, Nielsen story illustration by Kaelen Felix for 360 MAGAZINE

STREAMING PLATFORMS LEADING THE WAY 

IN ON-SCREEN DIVERSE REPRESENTATION

Diversity at all-time high due to growing television landscape but notable disparities persist

The explosion of new television platforms across broadcast, streaming and cable has led to an increase in on-screen representation of diverse identity groups, according to Nielsen’s latest Diverse Intelligence Series report: Being Seen on Screen: Diverse Representation and Inclusion on TV. 

Among the 300 most-viewed programs in 2019, 92% had some level of diversity in the cast (i.e. women, people of color or LGBTQ+). Whites, African Americans and LGBTQ+ had the largest overall share of screen while Women, Hispanics, Asians and Native Americans were underrepresented relative to their population estimates. The report uncovers notable differences in identity group representation across different platforms; with streaming over-indexing on representation for certain identity groups versus traditional broadcast and cable.

In this report, Being Seen on Screen: Diverse Representation and Inclusion on TV, Nielsen reports on scripted, reality, variety and news programming on key metrics: 

  • Share of Screen (SOS): composition of the top 10 recurring cast members in a program
  • Inclusion Opportunity Index (IOI): compares the SOS of an identity group (e.g. women) to their representation in population estimates
  • Inclusion Audience Index (IAI): compares the SOS of an identity group to their representation in a program’s audience.

The report is powered by Gracenote Inclusion Analytics, a new solution delivering cutting-edge metrics created from Gracenote content metadata and Nielsen audience measurement data, providing the industry with consistent and reliable measurement of granular viewing. The report also leverages Gracenote Video Descriptors, metadata relating to story, mood, character, theme and scenario in each program. 

Key insights from the report include:

Overall, representation of diverse identity groups in on-screen programming is low across all media platforms. Streaming fares better for inclusion followed by broadcast and cable. Viewing audiences are increasingly seeking content that tells their stories. As a result, people are migrating to platforms that have broad and more diverse content offerings. 

  • Representation by platform (Broadcast, Cable, Streaming): Nearly one-third of the content on cable doesn’t have parity representation of Indigenous, People of Color (Black, Native American, Asian & Pacific islander, Hispanic/Latinx, Middle eastern/ North African, Multiracial), Women or LGBTQ talent. 
  • Subscription video on demand (SVOD) programming represents several identity groups e.g. Blacks, Hispanic and Asians well, helping us understand, in part, why more diverse audiences are subscribing to streaming services than the general population.
  • Representation of identity groups by genre (e.g. comedy, drama, news): 
    • While women are not well represented in any single genre, the highest representation for women is in science fiction, drama, comedy and horror. 
    • Women have the lowest representation in news. 
    • People of color representation is at parity in music and drama, followed by science fiction and action and adventure.  
    • People of color have least relative representation in news. 
    • News does prominently feature LGBTQ talent on-screen. 
    • Reality and horror programming also prominently feature LGBTQ talent. 

All audiences, regardless of how they identify, like to see diversity in the content they view on TV. Programs that represent multiple identity groups evenly yield higher overall audience ratings for all viewers when compared to shows that have a significant over or under representation of any one identity group.  

Quality of representation matters too. The themes and narratives depicted on-screen can contribute to identity formation and social perceptions. As the industry seeks to improve diversity on-screen, content creators and publishers should consider the context in which women, people of color, and LGBTQ+ talent are presented. Equally important is investing in marketing those diverse programs so that they are watched.

  • Women insights
    • Comprise 52% of the U.S. population; show up on screen only 38% of the time
    • Women 50+ years old 
      • 60% less likely to see themselves in programming than in the general population, and 2x the representation of men 50+
      • Women 50+ comprise 20% of the population and 20% of all TV viewers, but have a SOS of less than 8%
      • Men 50+ years old are 17% of the total population and have SOS of 14%
  • LGBTQ+ insights
    • 1 out of 4 top performing programs across cable, broadcast and streaming have relative representation of LGBTQ+ cast members 
    • Total SOS for LGBTQ was 7%. LGBTQ people are 4.5% of the population so across all platforms we see fair representation
    • The highest level of representation is on SVOD (8% SOS), followed by cable (7%) then broadcast (5%). 

Aligning representative casting and content themes is an area of opportunity. In the programming where identity groups see themselves represented at parity, these are the themes that are most present: 

  • Latinas: dysfunction, emotional, suspenseful, melodramatic, police stations
  • Black women: emotional, personal relationships, sons, investigation, rivalry
  • Black men: investigation, thrilling, streets, pursuit, teamwork, discovery
  • East Asians: challenge, courage and bravery, justice, sons, discovery
  • South/Southeast Asian males: thrilling, awakening, offices, courtrooms
  • White women: friendship, family, love, husbands, daughters

Nielsen’s findings aim to show media owners the degree to which their programming is inclusive, coupled with the diversity of the audience they draw. Additionally, brands and agencies will now be able to measure their advertising investment and alignment to inclusive content. The identity groups measured included: Female, Male & Expansive Gender Identities, Black/African American, Hispanic, Asian & Pacific Islander, Middle Eastern/North African, Multiracial, White, Native American/Native Alaskan, and Sexual Orientation. The data, which was both intersectional and granular, enables Nielsen to look at specific identity subsegments like Afro-Latino or Southeast Asian. 

“At Nielsen, we believe that the audience is everything and that inclusion is a prerequisite of a healthy media ecosystem, ensuring all communities and individuals are heard and seen,” stated Tina Wilson, Nielsen EVP, Media Analytics and Marketing Outcomes. “The call for inclusive programming that breaks traditional stereotypes and gives a voice to underrepresented groups has never been louder.”

“This work underscores the essential importance of on-screen representation in an increasingly diverse audience landscape,” said Sandra Sims-Williams, Nielsen SVP, Diversity, Equity and Inclusion. “Not only is the business case for inclusion made but it also provides practical recommendations on how media companies can address inclusion gaps. This is a must-read for any media professional who wants to be part of the change that today’s television viewers demand.”

For more details and insights, download Being Seen On Screen: Diverse Representation & Inclusion on TV. Please visit nielsen.com/inclusionanalytics to learn more. Join the discussion on Facebook (Nielsen Community) and follow us on Twitter (@NielsenKnows).

ABOUT NIELSEN 

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