Tag Archives: Entertainment

PC and Tablet Choosers Outspend Phone Choosers (TUPdate)

Those who choose a PC or Tablet for what they do spend more than those who primarily choose a mobile phone. Choosing a phone to communicate is widespread and these users spend the least each year on household technology devices and services. Those primarily choosing a tablet for their cloud storage or productivity activities are few in number and spend the most each year on technology.

This is based on results from the latest MetaFacts TUP/Technology User Profile 2018 study, it’s 36th continuous wave. This analysis is focused on 7,886 U.S. survey respondents.

The majority of online adults in the U.S. regularly use more than one device, and they’re increasingly choosing between their various devices for each of the activities they’d like to get done. As they experiment with their activities across different devices, they begin to develop preferences for one device type or another. For example, they may do some shopping on a smartphone as well as a tablet or PC, and then use a PC for the majority of their shopping activities. Similarly, they may communicate by text, email, voice or video calls across their devices, and then choose to use a smartphone for most of their communication activities.

Communication activities especially favor mobile, highly-connected devices, to better let users enjoy quickly response or simultaneous communication. This is shown in the 129.8 million U.S. adults who primarily use a phone to communicate. There are 55.2 million U.S. adults who primarily use a PC to communicate, as they primarily use email or sit at their desktop or notebook for video conference calls.

We compared these activity-device groups against annual household technology spending. This spending spans devices and services, from purchases of smartphones, PCs, printer and tablets, to internet and TV services, installation, and media. The biggest technology spenders choose tablets over PCs or phones for nearly every category of activity. This reflects in part that tablets are often a user’s third device, and that the biggest spenders have more devices than average.

Looking ahead

The growing use of cloud storage coupled with broadened wireless Internet access has helped users to become less dependent on a single device or location. Apps to support user’s favorite activities are still not universally available across device types and operating systems, and this continues to reduce the ease with which users can move between the mix of devices they have access to. As app developers continue to design multi-platform apps that truly span device types and environments, this will help users expand their collection of actively used devices.

We expect users to continue to use various and multiple devices, and increase their ease at switching between them. The world ahead looks good for jugglers.

About this TUPdate

The analysis in this TUPdate is based on results drawn from the most-recent wave of TUP (Technology User Profile), the 2018 edition which is TUP’s 36th continuous wave. This survey-based study details the use of technology products by a carefully-selected and weighted set of respondents drawn to represent online adults. This specific wave spanned the US, UK, Germany, India, and China. From the installed base we focused in on online adults and how they use a Smartphone, PC, or Tablet through a broad collection of activities. Through analysis of these results we identified which type of devices they used primarily for these activities.

Resources

Current TUP subscribers may request the supporting TUP information used for this analysis or for even deeper analysis. For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Behaviors and Activities, Cloud Storage, Communication, Consumer research, Desktops, Entertainment, Game Consoles, Graphics and Image, Information and Search, Mobile Phones, Multiple Devices, Notebooks, Personal and Productivity, Shopping, Smartphones, Social Networking, Tablets, TUP 2018, TUPdate, Usage Patterns

Tablet-First. Is it a thing? (TUPdate)

Tablet-First. Is it a thing? – a TUPdate by Dan Ness, February 17, 2017

Which comes first – Smartphone? Tablet? Notebook? For a small and steadily growing segment, the tablet comes first as the primary connected device.

Over the last three years, the share of connected adults using a tablet as their primary device has expanded. In our 2014 wave of TUP, we found that 6% of adults were using a tablet as their primary device – before a PC, mobile phone, or game console. In TUP 2015, the Tablet-First rate had grown to 7% and by TUP 2016, reached 9%.MetaFacts-td1702-tablet-first-trend-metafacts-tup-2014-2016-2017-02-16_10-02-19

It’s not as if these Tablet-First users are only using a tablet. Among Tablet-First users, half (50%) use a Smartphone as their secondary device, followed distantly by a Tower Desktop (15%), Basic cell phone (10%), and Notebook PC (9%). Continue reading

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Filed under Consumer research, Entertainment, Market Research, MetaFAQs, Shopping, Tablets, TUP 2016, TUPdate

Are most hearables being used by young males? (MetaFAQs)

Wireless headsets have been available for more than a decade, and are strongest among two age and gender groups. These hearables-active groups are also have above-average shares of VR Headset early adopters.metafacts-metafaqs-mq0100-120drxhear-2017-02-13_08-31-37

The strongest segments for active hearables use include younger males – age 18-44 and youngish females – age 25-34. Penetration is above one in four among males 25-34 (27%) and among males age 35-44 (26%). Among females, hearables usage peaks among females age 25-34, at 15%.

Looking ahead, we expect these same age & gender groups to continue as the strongest users of hearables, and don’t expect other segments to be as keen on hearables.

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Filed under Communication, Demographics & Econographics, Entertainment, Forward-Leaning, MetaFAQs, Mobile Phones, Smartphones, TUP 2016, Usage Patterns, Video calling

Is there an age skew for using VR Headsets? (MetaFAQs)

Is there an age skew for using VR Headsets?

metafacts-metafaqs-mq0047-480-cexage-2017-02-02_11-00-09Virtual reality hasn’t reached market reality, despite decades of experimentation and overhyped false starts. Recent investment has brought renewed attention, hope, and development to the prospects of widespread VR use. Based on our TUP 2016 US survey, only 2% of connected adults are actively using a VR headset, such as the Oculus Rift or Samsung Gear VR. This modest acceptance rate is only part of the research finding, though, as there is more that can be learned from the early adopters.

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Filed under Entertainment, Graphics and Image, Market Research, MetaFAQs, Smartphones, TUP 2016

What is the demographic profile of Game PC Users? (MetaFAQs)

Game Desktops and Game Notebooks are coming into their own, reaching beyond the niche enthusiast.

However, they’re missing a key active game-playing segment – females. As we’ve reported in an earlier MetaFAQ, there is near gender equality for game players using Smartphones, Tablets, Game Consoles and everyday PCs.

Young males, age 25-34, are the major users for gaming desktops and gaming notebooks, using them at twice and three times the rate of the average connected adult.metafacts-metafaqs-mq0672-2016-10-23_10-49-11

Although targeting gaming enthusiasts is a successful strategy, only focusing on the formerly-strongest users misses out on a large segment of active players that could use some extra attention.

This may present a challenge to the makers of gaming PCs such as ASUS, Acer, Dell/Alienware, or HP, as they will need to make some adjustments to their marketing.

Female game players that are already active across many platforms are also big tech spenders.

Game PC companies that miss out on serving this segment might find their game over.

This MetaFAQs research result addresses one of the many questions profiling active game-players.

Many other related answers are part of the full TUP service, available to paid subscribers. The TUP chapter with the most information about game players across all devices and platforms is the TUP 2016 Game Consoles, Gaming PCs and Game-Playing Chapter.

These MetaFAQs are brought to you by MetaFacts, based on research results from their most-recent wave of Technology User Profile (TUP).

For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Demographics & Econographics, Desktops, Entertainment, Game Consoles, Market Research, MetaFAQs, Notebooks, TUP 2016