Last year, U.S. convenience store sales eclipsed $140 billion, up 11.5% from $125.9 billion in 2012

At their core, convenience stores have three key strengths: speed, experience and personalization. These are the foundation blocks that they can build on as competition rises and channel lines blur.  


Virtual Empathy

360-degree video is a growing medium for brands and companies seeking to engage tech-savvy consumers. It can also be powerful for non-profits.


Level Up

Mid-cycle game console updates give manufacturers and players alike something to celebrate.


Booming Brews

When it comes to popular craft beers, IPAs are ahead of the pack, generating more than $1 billion in sales for the year ended Jan. 28, 2017.



from Nielsen's leading voices

Dr. Nikki Westoby,
Director of Neuroscience

Conveying Trust in Ads

Explicit research methods can’t really measure whether an ad conveys a sense of trust. That’s where consumer neuroscience can help.

Journal of Measurement

Behind every piece of data at Nielsen, behind every insight, there’s a world of scientific methods and techniques in constant development. And we’re constantly cooperating on ground-breaking initiatives with other scientists and thought-leaders in the industry.


  • The Nielsen Comparable Metrics Report: Q4 2016 
    This is an in-depth study of users and usage – averaged across the U.S. population – with the purpose of aligning methodologies and metrics to display an “apples to apples” view of Q4 2016 consumption across TV, radio, TV-connected devices, PCs, smartphones and tablets.
  • The State of the U.S. Beer Market 
    The U.S. beer market is a massive category. It’s not, however, without its challenges, including loss of market share to wine and spirits. This report takes a detailed look at the sector, including growth areas, package innovation, ad spend, trends in the craft sub-sector and an analysis of what it means to be “sessionable.”
  • U.S. Games 360 Report: 2017 
    For the eighth year in a row, Nielsen has conductive extensive research into how Americans feel about—and consume—gaming. This report is the result of our latest study.