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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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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How many connected adults use hearables? (MetaFAQs)

For ears, it’s an exciting time in the tech industry.

Hearable technology – audio-oriented wearables spanning wireless Bluetooth headsets to VR headsets – have received a fresh round of media attention. This has stemmed from substantial recent investment in new ventures such as Oculus VR along with a wider range of product releases.

Currently, one in eight US connected adults are regularly using a hearable device – either a wireless Bluetooth headset or VR headsets. This level of use is broad enough to represent great potential opportunity, yet not broad enough to sustain many competitors.

The primary current use case for Bluetooth headsets are for phone calls, as has been the case for more than a decade. Apple is leading the charge to change this with their Airpods tightly integrated with iPhones, in a bid to help popularize voice-controlled usage. metafacts-metafaqs-mq0099-120drxhear-2017-01-11_08-54-29Voice assistants such as Apple’s Siri, Amazon’s Alexa, Microsoft Cortana, and Google Now promise to radically shift how users interact with their technology.

VR headsets, sometimes called goggles, are primarily being used for immersive games, and reaching a slightly different segment than Bluetooth headsets.

This is based on our most recent research among 7,336 US adults as part of the Technology User Profile (TUP) 2016 survey.

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

Many other related answers are part of the full TUP service, available to paid subscribers. The TUP chapters with the most information about activities is the TUP 2016 Wearables, Hearables, Listening, and Speaking Chapter. This details which market segments are (and aren’t) using hearables, listening to music, using music streaming services, making phone calls, playing games, using voice control, and other audio-oriented products and activities.

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.

Are Hearables Used More Often by Game Console Players? (MetaFAQs)

When a game player reaches their highest-ever score, does anyone around them want to hear about it? Not always. Are deeply-immersed game-players interested in hearing those around them? Many aren’t.

Hearables – from Bluetooth headsets to VR Goggles like the Oculus Rift are contributing to deepening the player’s experience, at a higher than average rate.

Among users of Game Consoles, use of Hearables is 56% higher than among the general public of connected adults.metafacts_mq0106_hearable_consoles

Game playing can be solitary, even when it’s multi-player.

This is based on our most recent research among 7,336 US adults as part of the Technology User Profile (TUP) 2016 survey.

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

Many other related answers are part of the full TUP service, available to paid subscribers. The TUP chapter with the most information about Hearables users is the TUP 2016 Devices Chapter. For a deeper dive into game-players and game consoles, TUP also covers many other consumer electronics and entertainment activities on connected devices, from game-playing to watching movies.

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.