The Consumer Intelligence Series is PwC's ongoing consumer focused research through which we gain directional insights on consumer attitudes and behaviors in the rapidly changing media and technology landscape. Our findings reflect the intersection between an online survey, a series of focus groups, immersion sessions with industry specialists and an online listening campaign.
eSports is a massive industry that’s growing faster by the minute. Of course, competitive gaming has been around almost as long as video games themselves, but never has it garnered such hype and attention. PwC set out to explore eSports and its rising fame. What is it, who’s playing, and what does its future look like?
PwC takes a fresh look at today’s traveler to understand how their preferences are influencing investment priorities for the world’s leading hotel loyalty programs.
Shifts in consumer values and preferences continue to fuel the evolution of video content as consumers increase over-the-top video offerings. This third annual report explores through new research consumer attitudes towards video content.
Brand leadership has changed dramatically over the past twenty years, and there’s more chaos ahead. Our in-depth analysis of brand leadership in the 21st century uncovers key shifts in what consumers look for in top brands. Across major consumer sectors from technology and entertainment to retailers and banking, we dive into the evolution of leadership brands and what can be gleaned from the strategies they employed.
Kids and teens know what they want to watch and when and where they want to watch it. Although parents are the ones pressing play, content consumption is not in slow motion for kids and teens; instead it continues to grow with each age group. PwC studied the consumer attitudes and preferences of kids and teens ages 8-18 (and a group of parents) when it came to discovering and engaging with content and who controls content in the home.
Consumers are showing a robust appetite for the sharing based-economy. In this issue we study the impact of sharing on the wider market and learn what incumbents and challengers must do to position themselves ahead of disruption and to capitalize on new sources of revenue.
For customer service, problem resolution matters most, but there are other factors that shape a consumer's perception of a company. In fact, consumers penalize companies for a poor experience more than they reward them for a good one. PwC studied the consumer attitudes and preferences towards the various channels of customer care available today, and identifies areas companies can action.
High ticket pricing is just one reason why US theatrical box office declined over the summer. PwC takes a fresh look at the key factors driving attendance at movie theaters, and what consumers say can motivate greater movie viewership amid growing competition.
Increasingly, consumers are rethinking how they access video content, with more and more people subscribing to direct-to-consumer online streaming services, on-demand and alternative forms of television – and moving away from the bundle. PwC's research explores consumer attitudes towards video content and corresponding behavioral shifts changing the industry at large.
There are many applications for wearable tech in enterprise and in life. It will upend the retail industry, revolutionize health care and will likely change advertising and content as we know it. But for wearables to work, they must be anchored in human centered design. PwC's research digs into the business of wearables and the consumer attitudes and preferences that will shape the future of wearable technology.
Our current research focuses on better understanding Hispanic consumer attitudes and behaviors in the rapidly changing media, technology, and healthcare landscape. For businesses aiming to succeed in today’s economy, Hispanics represent unparalleled growth opportunities.
Bitcoin is a peer-to-peer currency and has gained traction recently. PwC's report discussing the evolution and impact of Bitcoin, and its adoption in sectors such as entertainment, media video games, casino gaming, travel & tourism, telecom and internet.