Digital Entertainment – solid market research from MetaFacts Technology User Profile

Extensive information about Digital Entertainment is available in TUP – Technology User Profile.

Technology marketers and researchers know what Johnny Carson pointed out many years ago: “People will pay more to be entertained than educated.”

As fickle consumers continue to change their tastes and preferences, entertainment has been core. In particular, Digital Entertainment has been the closest thing to the fabled silver bullet that will increase market adoption with some products and services becoming hits while others fail and become tech industry footnotes.

Below are a few examples of questions addressed in TUP related to digital entertainment. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies and services are disruptive and to profile which market segments are and aren’t adopting. TUP is much more than a one-dimensional market view or opinion piece.

  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • Entertainment primacy – what is the center of the user’s home entertainment world? Is it one device or many? Which devices and services, and among which segments?
  • How much have PC users integrated PCs into their personal lives?
  • Are PC users primarily accessing the Internet at home, in the workplace, using friends or neighbor’s computers, or in public places such as libraries or cybercafés? Which users use other’s PCs and which have many to choose from? Are smartphones or netbooks changing this?
  • How many and which segments are watching and renting movies on which platforms?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • How central is game-playing to the general population? How about within certain key market segments?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • How social-network active are the various tiers of gamers?
  • Is social networking only for certain age groups?
  • How many screens do people view? Which market segments view more screens than other segments?
  • How tech-experienced are game-players?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Which social networking sites are used most frequently by which segments?
  • Who spends the most hours online?
  • Which smartphone OS is leading, and with which market segments?
  • What is the tech-owning profile of active gamers? Many consumer electronics entertainment products or focused on gaming? Many computers or few? How does this vary by segment?
  • Which market segments are blogging? How do they compare to social networkers?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • What types and combinations of consumer electronics are homes using?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Which market segments are dating online? What else do they frequently do online?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • Which combination of tech devices is the most popular today? How large is each segment? Who are in each segment? Which direction are they headed with their buying plans?
  • What is the impact on privacy concerns on use of social networking?
  • Which social networks show the most growth-oriented activity? Which segments show signs of losing interest or withdrawing?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • Which market segments interact with their social network using their mobile phone, and which do not? What else stands out about these connected users?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?

If solid answers to any of these questions would help your work in creating the future, please contact MetaFacts.

MetaFacts, Inc. helps technology marketers find and measure their best and future customers.

Current subscribers of the Technology User Profile Global Insights Edition may obtain this information directly from MetaFacts, as well as additional customized drilling down into the full dataset.

For more information on the results delivered in TUP and about how to subscribe, please contact MetaFacts.

The above questions are answered with the TUP 2012 edition, and most are also answered in the TUP 2011 edition for ready trend comparison.

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Filed under Consumer research, Households, Market Research, MetaFAQs, TUP 2011, TUP 2012

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