Gaming with PCs, Consoles, and Handhelds — solid market research from MetaFacts Technology User Profile

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

It’s so easy when you know the rules – so goes Queen’s 1980 power ballad.  These days the rules may be changing all the time, with gamers able to play on all types of platforms.  Gaming technology can often lead the way for other multi-platform behaviors as well, allowing for wide-market adoption of technologies that might otherwise remain outside the box for most consumers.

Below are a few examples of questions addressed in TUP related to gaming. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies, services and behaviors 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, since it delivers answers to these and many other questions.

  • How central is game-playing to the general population? How about within certain key market segments?
  • How tech-experienced are game-players?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • How tech-sophisticated are game-players, within key gaming segments?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • How much of the game-playing population is older versus younger?
  • 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?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • How social-network active are the various tiers of gamers?
  • 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
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • How much have PC users integrated PCs into their personal lives?
  • Which market segments interact with their social network using their mobile phone, and which do not? What else stands out about these connected users?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Which smartphone OS is leading, and with which market segments?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • 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?
  • Who spends the most hours online?
  • Which social networking sites are used most frequently by which segments?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • What about the anti-social – those that aren’t in an online social network? Who are they? In what other ways are they actively communicating and having fun? How does their spending profile compare?
  • 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?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?

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 Technology User Profile 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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