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Executive Summary
Industry Insight
Definition of Alternative Content
Key Findings and Market Impact
Overview of the In-Home Connected Entertainment Environment
Total Average Video Consumption by Platform (2010 - 2017)
Internet Video Consumption on a Computer (2010 - 2017)
Online/App Video Content Watched on a TV Set (Q3/17)
Internet-Connected In-Home Entertainment Device Ownership (2010 - 2018)
Consumption by Most Used Connected Entertainment Device (Q3/17)
Consumption of Alternative Content
Use of Alternative Content Distribution Options in the Last 30 Days (Q3/17)
Use of Particular Alternative Content Sources Among Viewers of Any Type of Alternative Content (Q3/17)
Sources Used to Find User-Generated Content (Q3/17)
Frequency of Watching User Generated Content (Q3/17)
Use of User-Generated Content by Demographics (Q3/17)
Use of User-Generated Content by Housing Factors (Q3/17)
Pay-TV Service Subscription by Frequency of Watching User-Generated Content (Q3/17)
OTT Service Subscription by Frequency of Watching User-Generated Content (Q3/17)
Video Consumption on TV Sets by Frequency of Watching User-Generated Content (Q3/17)
Home Service ARPU by Frequency of Watching User-Generated Content (Q3/17)
Average Household Expenditure on Home Video Entertainment by Frequency of Watching User Generated Content (Q3/17)
Livestreaming of TV Shows and Sporting Events (Q3/17)
Viewers of Esports or Video Game Live Streams (Q3/17)
Reasons for Use of Livestreaming Sites/Apps for Viewing TV Shows or Sporting Events (Q3/17)
Creation of Alternative Content
Livestreaming or Posting of Video in Last 30 Days (Q3/17)
Frequency of Posting or Livestreaming Self-Created Content (Q3/17)
Alternative Content Consumption/Creation Groups (Q3/17)
Age of Respondents in Alternative Content Consumption/Creation Groups (Q3/17)
Live TV Broadcast Consumption by Alternative Content Consumption/Creation Groups (Q3/17)
Home Service ARPU by Alternative Content Consumption/Creation Groups (Q3/17)
Average Household Expenditure on Home Video Entertainment by Alternative Content Consumption/Creation Groups (Q3/17)
Livestreaming or Self-Recording of Video Game Play (Q3/17)
Appendix