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Take a look at the most popular entertainment apps during the pandemic

Although content consumption is increasing, the entertainment industry itself is struggling

As the last part SuitesurveyDailySocial and Populix, we raised the category of entertainment applications that were accessed the most by smartphone users during the pandemic. Described further, the entertainment applications we asked the respondents were social media app, streaming videos, games and streaming musik.

Still using the same sample, previously we asked what online activities were used the most during the pandemic. Respondents responded with the highest answers being productivity applications (68%), entertainment applications (66%), and online shopping (52%).

Seen sequentially, respondents' choices are instinctive. In the midst of a new routine of having to use various productivity applications at work, accessing entertainment applications is certainly a medicine to reduce fatigue.

The first question we ask is what activities are often used for entertainment? They chose social media apps (79%), apps streaming videos (67%), game apps (63%), apps streaming music (44%), other (3%).

Browsed further for social media applications, the highest choice of respondents fell on Instagram (88%), then followed Facebook (76%), Twitter (42%), TikTok (25%), and others (4%). Respondents who chose Instagram said that they accessed the application every day for a maximum of 1 to 3 hours (39%) and 3 to 5 hours (24%).

For Facebook, the majority of respondents access it for 1 to 3 hours (39%) and less than 1 hour (29%). Other details are included in the infographic.

The second question, we asked about the video streaming application used by the respondent. Most of them choose YouTube (94%) to enjoy video content. The next option is Netflix (42%), VIU (36%), iflix (32%), Hooq (28%), Vidio (25%), GoPlay (14%). Then, Genflix (11%), HBO Go (11%), KlikFilm (9%), Amazon Prime Video (8%), Catchplay (8%), others (2%).

We also asked how much time was spent accessing the app. The majority of respondents admitted 1 to 3 hours (41%) and less than 1 hour (23%). In accessing the application, respondents said that they access free version (60%), followed by self-pay (37%), and premium benefits from internet providers (33%).

The main reasons they chose the application were ease of access (87%), completeness of content (81%), promos provided (54%), subscription fees (48%), and choosing a local platform (27%). The most used devices when accessing it are smartphones (97%), computers/laptops (51%), tablets (18%), and Smart TV (24%).

The third question is the duration spent playing game applications. Most respondents chose 1 to 3 hours (44%) and less than 1 hour (31%).

The last question is the music streaming application that the respondents use the most is Spotify (71%), Joox (61%), LangitMusik (27%), SoundCloud (25%), Apple Music (14%), Deezer (13%), Resso (12%), and others (2%). The most time spent by respondents was 1 to 3 hours (35%), and less than 1 hour (30%).

More findings

Supporting the results of the survey above, the summary of GDP Venture entitled "The Impact of Covid-19 Pandemic" shows that game applications have experienced many increases both in terms of the number of downloads and total consumption.

Quoting from various sources, such as Agate and Statista, globally the number of game application downloads increased by 39% to 4 billion downloads in February 2020. In Asia alone, the increase reached 46% to 1,6 billion in the same month. The increase is predicted to continue to increase, as the pandemic has yet to show signs of slowing down.

This achievement boosted ad demand in game applications up 100% for the first quarter of this year. The highest hours of access to game applications occur from 5 pm to 8 pm. This number represents the hours completed by most people.

From different sources, to see the increase in consumption on social media applications, it was recorded that TikTok became the champion with an increase in engagement up to 27% throughout the isolation. The increase in impressions also occurred for Instagram by 22%, while the number of active users on Twitter and Facebook rose 15%. The decline occurred on LinkedIn by 26% for searches.

Especially for video streaming applications, a report from Brandwatch states, the choice of platforms enjoyed is Netflix (for respondents who live in urban areas) and YouTube for the most popular answers among respondents.

AppAnnie sees streaming video consumption in Indonesia (in hourly) in real time year to date until March 2020 experienced a 15% increase.

The Moengage Covid Report notes that the OTT platforms that have experienced an increase in users are dominated by Netflix, iQiyi, V-Live, and Viu. Netflix's rise in Southeast Asia was supported by users in Indonesia (+16% in the last 30 days) and Malaysia (+35%).

Meanwhile, another report, “Southeast Asia Online Video Consumer Insights and Analytics: A Definitive Study by Media Partners Asia”, said that Vidio enjoyed the most “blessing” compared to other local OTT platforms during the pandemic and the work from home advice was enforced.

This report notes that Vidio experienced a 225% increase in consumption every week from January 20 to April 11, 2020. This increase places Vidio as the leading freemium concept OTT platform in Indonesia.

Contradictory

The entertainment application business, which consists of various categories, can be said to be one of the green-growing sectors amid the pandemic, as reported by the BCG Henderson Institute. On the contrary, the offline-based entertainment industry is the sector that suffers the most, such as the film, music, and event industries.

Because no event was held, many workers in this industry were forced to be "laid off" while racking their brains to stay afloat. Actually there is a solution to save them, namely migrating to an online platform. However, the experience felt by the audience will certainly not be the same when they come to the concert event, for example.

Another issue is the uneven distribution of internet infrastructure. Smooth connection is Privilege for people who live in urban areas.

Even though it thrives, there are also application players who make layoffs and even go out of business, as experienced iflix and Hooq. The trigger factor is not from the pandemic, but internal decisions that are influenced Market competition Strict video streaming.

- Disclosure: This article is supported by a market research platform Populix.

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