Game-Playing Trends – Convenience Gamers, Dedicated Gamers, and Device-Gamers [TUPdate]

Overview

Playing games is a regular activity for most adults whether using game consoles or gaming PCs, or any of their connected devices – mobile phones, tablets, or PCs.

Convenience Gamers – those using only a connected device to play games – has near-equal market penetration to Dedicated Gamers – users of game consoles or gaming PCs.

Device-Gamers – who use any of their connected devices – is a larger segment than either Dedicated Gamers or Convenience Gamers.

This TUPdate looks at the major trends of game-playing in the US and other countries, focusing on Convenience Gamers – the next tier of game-players beyond Dedicated Gamers. Also, it examines which types of devices are used the most or least for playing games. Further, it investigates whether younger adults play more or less than older ones, and differences in digital media use and subscriptions.

Continue reading “Game-Playing Trends – Convenience Gamers, Dedicated Gamers, and Device-Gamers [TUPdate]”

Pocket full of fun – Entertainment Activities [MetaFAQs]

Which is more fun – the one-trick-pony device that does one fun thing well, or the device you can use for many types of entertainment?

In India, the most-preferred connected device for fun is a Smartphone or Basic feature phone. Connected adults in India find more ways than those in other countries to entertain themselves with their Mobile Phones. Their breadth of entertainment activities is greater than with their PCs or Tablets.

This is based on our most recent wave of research – the MetaFacts TUP/Technology User Profile 2017 edition.

Unlike Connected Adults around the world in other countries, in India, Smartphones are used for a unique set of Entertainment Activities.

Well more than half of India’s Connected Adults use their Smartphones for music and movies. Watching videos/movies and listening to music on one’s Smartphone are regular activities at more than a third higher share of Connected Adults.

In contrast, when Germans use their connected devices for Entertainment Activities, they prefer their PCs. And when they use their PCs for Entertainment, most Germans use a PC to play a game (39% of Connected Adults), Hobbies (38%), and to watch videos/movies (37%). Very practical, those Germans, to use the larger screens of PCs.

Tablets have yet to make their way as being the most-entertaining connected device. Although Tablets are growing in regular use throughout the world, only in the U.S. and U.K. do they account for more than one-tenth of the preferred entertainment device.

Looking ahead

Entertainment continues to remain one of the reasons why people use connected devices. As both wired and wireless networks continue to expand their speed, this has made for more enjoyable experiences, especially for bandwidth-hogging activities such as watching movies or television. Similarly, as wireless carriers such as T-Mobile in the U.S. have removed or reduced data caps, this has reduced barriers for many customers. Consequently, these types of entertainment activities have reached a broader swath of consumers. Consumers continue to be the leading innovators in finding ways to get to the content they want, meaning they’ll consider moving beyond the devices they’re using today.

Source

This MetaFAQ is based on TUP 2017 WW table 580 ACT_ENTxCOUNTRY – Entertainment Activities by Country. This is based on our most recent research among 13,572 US adults as part of the TUP/Technology User Profile (TUP) 2017 survey.

This MetaFAQs research result addresses one of the many questions profiling active technology users.

Many other related research answers are part of the TUP service, available to paid subscribers. The TUP Lenses with the most information about Notebook/Laptop PC use by country are the TUP PC Lens, TUP Devices Lens, and TUP User Profile Lens.

These MetaFAQs are brought to you by MetaFacts, based on research results from their most-recent wave of TUP/Technology User Profile. For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

Footloose and ad-free – a new classic melody?

Digital Music Listening – by Dan Ness
Pleasure or pain? Attraction or avoidance? These are some tradeoffs consumers make as they choose how to use their tech devices and services, and music is a major part.

Consumers love music and have more listening options and platforms than ever. The evolution of digital music listening continues to transform the recording, advertising, and tech industries, and the changes aren’t over. At this point, the net effect is a larger than ever base of active music fans and listeners, and one that is engaged in discovering both the new and old. Many consumers are also being trained that advertising is something they can pay to avoid – whether for their music, TV, or news.

Music streaming services such as Apple Music, Pandora, and Spotify have disrupted influence, control, and the flow of royalties and fees between listeners and artists. At the same time, the total audience had broadened beyond few passionate fans, and younger generations are discovering both classic and new artists. There’s new life in the long tail of older and obscure recorded music.tdmusic-stream-local-by-device-2016-12-01_13-08-02

Accessibility and ease of use has substantially increased the base of music listeners. This has beneficial long-term effects for both the music and tech industries, and perhaps less so for advertising.

Digital music listening is widespread – being a regular activity of three quarters (76%) of connected adults, whether through portable MP3 players, music services, players on Smartphones, PCs, or Tablets, or often across more than one of these.

Half of connected adults listen to music locally downloaded to their PC, Tablet, or Smartphone. A larger number – 57% – listen to music through a free or paid streaming service. Free service users outnumber those paying by 66%. More consumers are signing up for paid services as these services experiment with additional features and family plans. Avoiding advertisements is one reason listeners choose the paid plans. Use of Ad-Blocking software by listeners to streaming music services is 20% to 40% higher than average, with Smartphone ad blocking rates relatively stronger among listeners.tdmusic-adblocking-rates-2016-12-01_16-38-10

Listening levels varies by device type. Smartphones outnumber PCs and Tablets in the number of active listeners, and has also surpassed portable MP3 players, which are being actively used by 27% of Connected Adults. Al though music-listening apps are simple enough to add to Smartphones, many listeners still prefer a separate device that is tuned to one task – mobile music listening.

Digital music listening is skewed towards younger adults, while a few older adults cling to their turntables to play vinyl albums. Although Millennials (age 18-35) make up 39% of Connected Adults, they are nearly half (49%) of those listening to music on their connected devices, through streaming services, or using digital music players.tdmusic-music-listeners-by-age-group-2016-12-01_14-43-12

Apple’s iTunes and iPod market entry fifteen years ago is still paying dividends for Apple, with Apple notebook users being 22% more likely than average to be listening through a connected device or standalone player, and 30% more likely than average to be using a music service.

Otherwise, music listeners don’t favor one type of connected device over any other for their other non-musical entertainment activities. Fun is big across their collection of Smartphones, Tablets, and PCs. Instead, entertainment is important in all that they use. Music listeners are 32% more likely than average to be using the broadest number of entertainment activities.

Household technology spending is somewhat higher among music listeners. Annual spending for digital music listeners is 11% higher than among average connected adults. However, spending on digital content is much higher than average. Those who use music services spend 40% more than average consumers on digital content such as music and eBooks.tdmusic-tech-spending-2016-12-02_09-04-39

Looking ahead, we expect continued widespread music listening. Consumer habits change slower than their dances between services and platforms. Most future growth will come from within the current base as they spread their usage across their devices and move to paid plans. Less growth will come from first-time listeners. Also, we expect further market disruption for pure music services and advertisers. Social networks will likely seek ways to further leverage their many interconnected users and more deeply integrate music sharing into their services. The growing anti-advertisement sentiment may continue as consumers continue to see value in spending a few nickels to avoid what they see as disturbances to their musical reveries.

About this TUPdate

This TUPdate includes a complimentary brief summary of recent MetaFacts TUP (Technology User Profile) research results. These results are based on the most-recent results of the MetaFacts Technology User Profile 2016 survey, its 34th wave, with 7,334 respondents (US). Trend information is based on prior waves. For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

Resources

Current TUP subscribers can tap into any of the following TUP information used for this analysis or for even deeper analysis.

The TUP 2016 Wearables, Hearables, Listening, and Speaking Chapter details music listening devices, services, and activities, wearables and other key analysis points. The TUP 2016 Consumer Electronics Chapter drills down into a comprehensive collection of devices and services in active use.

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.