Tag Archives: Entertainment

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

Girls are gamers, too, although not everywhere (MetaFAQs)

There’s a rampant rumor that girls aren’t gamers. This has not been true for many years, and yet the idea seems to persist.

One reason is partly related to another stereotype which has some truth in this case: “The only difference between men and boys is the price of their toys”.

By far, males are the major users for gaming desktops and gaming notebooks, using them at twice and three times the rate of females.mq0674-game-players-by-device-type-2016-10-17_16-05-57 These tricked-out, souped-up, and (sometimes) overclocked PCs are created to offer superior gaming experiences. Some are also designed to allow game enthusiasts to get under the hood and further extend the capabilities.

Females outnumber males for regular game-playing on Smartphones and Tablets, and by a wide margin. Sixty-one percent of active Smartphone gamers are female and 59% of Tablet PC gamers. This is based on our most recent research among 7,336 US adults as part of the Technology User Profile (TUP) 2016 survey.

Gaming PC makers HP, ASUS, Acer and Dell/Alienware have a challenge ahead to win over the hearts and minds of female gamers. These are an important segment to attract, too. Not only are they active game players across many platforms, they also spend substantially on tech products and services of all kinds.

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 Consumer research, Demographics & Econographics, Desktops, Entertainment, MetaFAQs, Notebooks, TUP 2016

What are the primary devices used for each category of activity? (MetaFAQs)

Smartphones are now the dominant device, although only slightly. In active use by 65% of Connected Adults, Tower Desktop PCs have effectively equal penetration at 64%. Notebook PCs aren’t far behind at 53%.

Interestingly, Smartphones are only the primary device for one type of activity – Communication. Even though Communication activities of one kind or another are being use by effectively all (99%) Connected Adults, it’s the only category of activities for which the Smartphone is the preferred device. For nearly every other type of activity, Tower Desktop PCs are the preferred device.

Among adults that use any Connected Device for Communication activities, 31% prefer to use a Smartphone, 12% prefer to use a Tower Desktop PC, and 6% prefer to use a Notebook PC. Communication activities includes voice calls, video calls, emails, chats and other forms.

Activities by Device - from Technology User Profile

Activities by Device – from Technology User Profile

Source

These results are based on the most recent wave of Technology User Profile, the TUP 2014 edition. More can be found in the Activities chapter. The large-scale survey is in its 32nd continuous year, documenting and detailing the full scope of technology adoption and use.
For this MetaFAQs analysis, MetaFacts is sharing a portion of the answers to selected survey questions: specifically the Connected Devices in active use, and the types of activities each one is used for. The full TUP service includes further related details on the types and brands of devices, profiles of those who use Smartphones more than PCs and vice versa, detailed activities within each category and mapped to each device, and much more. The TUP survey gathers comprehensive details about the active usage of many consumer electronics products, including Printers, PC, Smartphones, Basic cell phones, and many other connected devices.

In addition to tracking activities, Technology User Profile details the many devices which online adults use to regularly connect to the Internet. The survey-based research details what people do with their devices, where they spend their technology dollars, and how often they update (or don’t update) their technology products.

Technology companies who want to know more about technology adoption, wireless technology, or about their current or future customers can contact MetaFacts to learn how to subscribe to the rich resources of Technology User Profile.

MetaFAQs – Frequently Asked Questions with answers supported by the facts: the MetaFacts.

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Filed under Behaviors and Activities, Consumer research, MetaFAQs, TUP 2014

Internet – solid market research from MetaFacts Technology User Profile

Extensive information about the internet and the ways people use it is available in TUP – Technology User Profile.

Not all access to the Internet is equal and consumers know it – voting with their fingers. In today’s multi-platform age, computers are not the only way online, and email may be losing ground as the king of activities.  Are fun, compelling, and emerging technologies making PCs a thing of the past?  Is social networking replacing snailish email?

Below are a few examples of questions addressed in TUP related to internet use. 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 provides a comprehensive source to answer the following questions, as well as many others.

  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • Most-mobile customers – where do they go and what do they do?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • Which market segments are dating online? What else do they frequently do online?
  • 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?
  • What do users sync or “store” in the cloud? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Who’s busiest – desktop users or notebook users? How do their profiles differ?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Which segments are utilizing cloud storage or sharing services? For which activities?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use older tech products?
  • What about the unemployed? Are they more or are they less tech-focused?
  • Who is using mobile payments?
  • Who is videoconferencing, and using which platform?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • What is the impact on privacy concerns on use of social networking?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • 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?
  • 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?
  • How many screens do people view? Which market segments view more screens than other segments?
  • How prominent is printing images from mobile phones? How about from tablets?
  • Which market segments are blogging? How do they compare to social networkers?
  • Which segments are using which tech devices & carriers? For which activities?
  • Is the smartphone killing PC shopping?
  • How PC/Online & Mobile Phone activities compare? How is this different for Tablets or eBook Readers? Which segments use which device for the most activities?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments and usage profiles?
  • How many people use calendars on their PC, their mobile phone, or both? Which types of people are these?
  • 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?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • How many seniors are online? How is their behavior different than younger online users?
  • Who spends the most hours online?
  • How does the life and lifespan of a PC vary by form factor? Does it vary by brand? By user segment?
  • How does PC and online usage vary across segments such as workplace company size or industry?
  • 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 are users communicating, given all their communication options?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Do mobile PC users print differently than desktop users? Do the more-mobile use more or fewer printers? Do the more-mobile print different content?
  • Who are the people who shop for technology products on the web, but purchase at a local retail outlet?
  • Online shoppers – are they everyone, or unique?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users?
  • Is it really one to a customer? How often are PCs shared? Which market segments use more than one PC?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • What types and combinations of consumer electronics are homes using?
  • 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?
  • Is social networking only for certain age groups?
  • Which social networks show the most growth-oriented activity? Which segments show signs of losing interest or withdrawing?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • How do online shopping activities differ between Hewlett Packard, Apple and Dell customers?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • Who is buying the highest-end PCs? Are there brand differences? What else do users buy and what else do they use?
  • Tracfone for oldsters? Who has the oldest segment by carrier?

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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Filed under Consumer research, Market Research, Market Segmentation, MetaFAQs, Statistics, Tech Market, Trends, TUP 2011, TUP 2012