NCAA Tournament: Record number watch the tournament online
NCAA March Madness Live, managed by Turner Sports, set a new record for video consumption during the 2014 NCAA Tournament with 69.7 million live video streams collectively across all platforms. This years live video streams are up 42% over last years tournament, far exceeding the total of 49 million live video streams for the entire tournament in 2013.
NCAA March Madness Live netted 15 million hours of live video consumed for this years tournament, also an all-time record and a 7% increase over last year. Additionally, NCAA March Madness Live represented a watershed event for the TV Everywhere initiative, marking record-setting year-over-year growth in usage andsurpassing total TV Everywhere consumption for the entire 2013 tournament by the end of the second round.
Mondays National Championship between Kentucky and Connecticut generated two million live video streams, up 30% when compared with last years championship game.
In partnership between the NCAA, Turner Sports and CBS Sports, NCAA March Madness Live launched fromwww.ncaa.com/marchmadness,www.bleacherreport.comandwww.cbssports.com, and was available via the Amazon Appstore, Apple App Store, Google Play and Windows Store. Additionally, fans could watch games via live streaming on TNT, TBS and truTVs digital platforms, as well as participating TV provider websites.
2014 NCAA Tournament highlights:
Live Video Streams
Across all digital platforms, NCAA March Madness Live generated69.7 million live video streams, anall-time recordandup 42%over last year.
NCAA March Madness Live registered15 million hours of live video streaming, arecord-settingtotal and a7% increasefrom 2013.
Mobile Usage Growth
Mobile (tablets and smartphones) platforms experienced significant growth withlive streams up 71%during the NCAA Tournament.
Live streaming hoursalso delivered considerable growth,up 38%over last year.
TV Everywhere usage marked tremendous year-over-year growth,up 85% in live streams and 72% in hours spent viewing.
Users who were logged in spent more time watching games,streaming an average of 67% more minutesthan users who werent logged in.
Mobile platforms saw a huge surge in TV Everywhere usage for the 2014 tournament, withlive streams on logged-in mobile devices representing 52% of the total TV Everywhere usagefor the entire tournament.
Source: 2014 Live metrics for Desktop, iOS and Android from Conviva
Most Popular Games
The top five most-watched games across digital platforms for this years tournament, based on live video streams:
?Dayton vs. Ohio State 4,587,986
?Mercer vs. Duke 4,177,421
?Harvard vs. Cincinnati 2,742,532
?Kentucky vs. Connecticut 2,008,138
?Kentucky vs. Wichita State 1,954,273
Source: Omniture, Conviva