In Data We Find… Truth

Here is some data from our recent research:

In a recent examination of more than 144 million webpages loaded in more than a dozen countries, it was found that 77.4% of all websites had at least one third-party tracker. In addition, the analysis revealed that a sizable minority of websites examined—16.2%—featured 10 or more trackers. Cliqz and Ghostery 2018

87% of shoppers are willing to share their personal data for a better digital shopping experience.  Episerver 2018

64% of executives believe marketers will stop relying on probabilistic data points like cookies within the next two years.  VIant 2018

71% of internet users said that ads are more intrusive now than they were three years ago, they’re seeing more ads overall, and ads are now appearing in more places. Kantar Millward Brown 2018

An estimated $3.64 billion will be committed to digital video ads during the US TV Upfronts and Digital NewFronts season in 2018. That’s a 25.4% increase over last year. Upfront video spending will further grow by 20.6% in 2019.  eMarketer 2018

79% of people don’t like website content recommendation widgets, and they blame the publisher for the content…even when the publisher isn’t responsible for creating the content. Arkadium 2018

Just over half of Millennials go to retailer websites to get product information, while just over half of Gen Z’ers look to social media to find product information. ViSenze 2018

By the end of 2018, there will be 51.2 million AR users in the US, compared with just 36.7 million VR users. eMarketer 2018

Emails from retailers hitting their inbox were too personalized, and ultimately creeped them out (12%) or lacked the kind of personalization the survey respondents were looking for (11%). Yes Lifecycle 2018

In analysis of 8 billion app installs worldwide it was found that on average, apps get deleted 5.8 days after they’re last used. Entertainment apps get uninstalled the quickest and, on average, lasted less than one day after last usage before they were removed. Adjust 2018

In a May 2018 survey of 1,000 US adults many expressed more excitement toward familiar products like computers and smartphones than emerging technologies like virtual reality (VR) and artificial intelligence (AI). Respondents were the least thrilled about drones and autonomous vehicles. Intel and PSB Research 2018

Android app users are likely to be influenced by the use of emojis in push notifications (135% higher open rate), and Apple’s users showed a 50% higher open rate for notifications that included emojis. Leanplum, 2017

Retail orders in the UK rose by 11.3% in January, 2017. A third (32%) of all orders were bound for consumers overseas, of which 59% were in the European Union. IMRG, 2017

This year, 8 million Snapchat users will be over the age of 45, accounting for just over 11% of the total U.S. user base. eMarketer, 2017

The proportion of the country’s population using the internet will swell to 82.0% this year, as majorities of UK residents engage in an expanding list of digital activities. eMarketer, 2017

Digital gaming penetration, which includes mobile, social and online console gaming, will reach 48.6% of the country’s internet users in 2017, equating to 26.4 million people. eMarketer, 2017

60% of respondents had also watched TV on demand via a catch-up service, like BBC iPlayer. Group M, 2017

More than half of Millennials (60%) have already used chatbots, and of those who haven’t, 53% say they are interested in chat bot use. Retale, 2017

In 2013 only 18% of Americans said social influenced their viewing habits, but in 2015 28% said social influenced their viewing. Digital Smiths, 2016

Snapchat users now watch 10 billion videos per day, up from 8 billion in February and 6 billion in November 2015. Bloomberg 2016

A survey of 1,000 adults found that 69% between the ages of 18 and 60 were excited about experiencing virtual reality. Advanced Imaging Society 2016

The US now boasts 41 million gamers over the age of 50. Three-quarters of these older players play games weekly, and 40% play daily. Even among those gamers over the age of 60, 43% play video games every day. Gfk 2016

67% of young adults switch devices in the course of viewing video content, compared to 46% of total adults. Adobe Digital Index 2016

48% Teens, 44% Millennials reach for their phones as soon as they turn off the alarm clock. Adestra 2016

Forecasts indicate that mobile gaming will account for 37% ($36.9billion) of the global games market’s estimated $99.6 billion in revenues this year. The 21% growth this year has been driven, in part, by in-app purchases and ads. Newzoo 2016

60 billion messages a day are sent and received on Facebook Messenger and WhatsApp, combined they now account for more messaging than takes place on SMS (20 billion). Facebook 2016

In 2017, 75% of Internet use will be mobile, up slightly from this year. Zenith, 2016

27% of internet users said that mobile phones were their primary gaming devices, followed by desktop and laptop PCs (18%). Just 12% said they primarily gamed on traditional consoles, and about three in 10 said they did not play video games. Sequence, 2016