Cross channel insights
  • 22 Mar 2024
  • 8 Minutes to read
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Cross channel insights

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Article summary

Overview

The Cross Channel tab provides insights about audience engagement across linear, streaming and gaming for both the target and comparison audiences.

It summarizes this information in four sections. Learn about how to interpret each section below:

By default, the tables and charts display data for the target audience. Select the Compare Audiences toggle to display the data for both the target audience and comparison audience.

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Overall Engagement

Overall Engagement provides a high-level overview information about the audience. It provides information in the following areas:

  • Overlap Reach between Channels chart: This chart provides insights about audience reach across all combinations of linear, streaming kor gaming channels during the study period. The chart helps us understand what percent of the audience is engaged in one or more channels during the study period. For example, if linear and streaming channels have an audience reach % of 45%, 45 percent of the audience are consuming content on linear and streaming channels.

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Overlapping regions where the circles meet show common behavior between different audience types. Sometimes the overlap can be complex. For example, the following illustration shows overlapping audiences between Gaming and LinearTv + Streaming, indicating some common viewing behavior between gaming audiences and audiences that are exposed to both in linear and streaming content.

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This chart provides insights about audience reach across all combinations of linear, streaming, gaming or demographics channels during the study period. This helps you understand what percent of the audience is engaged in one or more channels during the examination.

If a TV household is engaged with all the channels, it contributes to each channel's percent of audience reached. If the linear portion of the overlap diagram has an audience reach of 45%, 45 percent of the audience consumes content on linear (traditional TV) channels. Select at least two or no more than three of the available channels to view the unique reach and overlap between the channels.

  • Reach by Channels chart: This chart provides insights about audience reach across linear, streaming or gaming channels during the study period. This helps you understand what percent of the audience is engaged in linear, streaming or gaming channels during the study period. If a TV household engaged with all the channels they would contribute to each channel's percentage of audience reached. For example, if the linear has a audience reach percentage of 45%, it implies that 45% of the audience are consuming content on Linear channels.

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  • Time Spent by Channel chart: This chart provides insights about audience's time spent per TV per day across linear and streaming during the study period. This helps us understand what is the average time spent by the audience on linear and streaming channels during the examination. For example, if a linear audience has a time spent per day of 45 mins, on average the TVs in the audience receive 45 minutes of linear content each day. This is the average daily minutes across all the TVs in the audience. Samsung currently does not support the calculation of time spent for gaming because of the dynamic nature of games.

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  • Overall Channel Engagement Insights table: This table provides a list of insights about the audiences across linear, streaming and gaming channels during the study period. Samsung currently provides overall reach values for the gaming channel but cannot provide the calculation of time spent for gaming due to the dynamic nature of games.

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The % of Audience Reached value is the percent of the total Samsung Universe audience who viewed the content type. The Time Spend (Mins) Per TV Per Day value is the average number of minutes that a Samsung Universe audience spends with a TV per day across content types.


Weekday Engagement

  • Weekday Reach by Channels chart: This chart provides insights about audience reach across linear and streaming channels for a specific weekday during the study period. This helps you understand what percent of the audience is engaged in linear and streaming channels during a specific day of the week during the study period. If a TV household is engaged with all the channels, it contributes to each channel's percentage of audience reached. For example, if the linear channel has an audience reach percent of 45% on Monday and the streaming channel has 60% on Monday, 4 percent of the audience consumes content on linear channels and 60 percent of the audience consumes content on streaming apps on Monday.

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  • Weekday Time Spent by Channels chart: The chart provides insights about audience time spent per TV per day across linear and streaming channels across weekdays during the study period. This helps you understand what the average time spent is by the audience in linear and streaming channels on a specific weekday, during the study period. Samsung currently does not support the calculation of time spent for gaming due to the dynamic nature of games. For example, if linear has a time spent per day of 45 mins and streaming has 100 mins on Monday, it implies that on average, the TVs in the audience watch 45 minutes of linear content and 100 minutes of time watching streaming content on Monday during the study period.

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  • Weekday Channel Engagement Insights table: This table provides a list of insights about the audiences across linear and streaming channels across different days of the week during the study period. Samsung currently only provides overall reach in the gaming channel. Samsung does not support the calculation of time spent for gaming due to the dynamic nature of games. This data is included in the downloaded report.

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Daypart Engagement

Daypart Engagement provides information about target and comparison audiences over the course of different times of the day.

The following table details daypart times.

Time Slot TitleTime Range
Late Night11:00 pm - 2:00 am
Overnight2:00 - 6:00 am
Breakfast6:00 - 10:00 am
Daytime10:00 am - 5:00 pm
National Prime Access5:00 - 8:00 pm
National Prime Time8:00 - 11:00 pm
  • Daypart Reach by Channels chart: This chart provides insights about the percent of audience reached by specific channels like linear and streaming across dayparts, or periods of the day, during the study period. This helps you understand what percent of the audience is engaged in linear and streaming channels for a specific daypart during the study period. If a TV household is engaged with all the channels they contribute to each channel's precent of audience reached. For example, if a linear channel has an audience reach percent of 45% and streaming has 60% during prime time, 45 percent of the audience are consuming content on linear channels and 60 percent of the audience are consuming content on streaming apps during prime time across different days in the study period.

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  • Daypart Time Spent by Channels chart: This chart provides insights about average time spent per TV, per day by audiences across linear and streaming channels across specific dayparts, or periods of the day, during the study period. We currently do not support calculation of time spent for gaming due to the dynamic nature of games. For example, if linear has a time spent per day of 45 minutes and streaming has 100 minutes during prime time, on average, the TVs in the audience receive 45 minutes of linear content and 100 minutes of time watching streaming content during prime time across the study period.

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  • Daypart Channel Engagement Insights table: This table provides a list of insights about the audiences across linear and streaming channels across dayparts, or periods of the day, during the study period. Samsung provides overall reach in the gaming channel but do not support the calculation of time spent for gaming because of the dynamic nature of games. Use the search function to help you locate the period of the day you are interested in studying.

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Channel Usage Tier

The Channel Usage Tier tab provides information about Samsung Universe audience usage by channel type.

  • Usage Tier by Channels chart: This chart provides insights about the percent of the Samsung Universe audience who are placed in high, medium and low buckets for linear and streaming and non-linear and non-streaming channels. The usage buckets are defined using the overall Samsung Universe linear and streaming engagement measurements. These buckets illustrate the composition of the audience as linear heavy or streaming heavy. For example, if light linear is 30%, it implies that 30 percent of the audience's linear content consumption is within the threshold of light linear content consumption of the Samsung Universe overall linear consumption. Non-linear and non-streaming refer to users who do not consume content on either linear or streaming environments respectively. The sum of the high, medium, and light linear and non-linear buckets add up 100 percent.

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  • Usage Tier Time Spent by Channels chart: This chart provides insights about the average time spent per TV, per day for the high, medium, and low buckets for linear and streaming and non-linear and non-streaming channels. The time spent per TV per day for the high, medium, and low buckets are defined using the overall Samsung Universe linear and streaming engagement model. These buckets illustrate the composition of the audience as heavy for either linear or streaming channels. For example, if light linear has 30 minutess as the average time spent per day, for all users who are classified as light linear, 30 minutes is the average time spent by these users during the study period.

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  • Channel Usage Tier Insights table: This table provides insights about the audiences across linear and streaming channels by high, medium and low usage tiers during the study period.

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