Tag Archives: Old

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

Digital Entertainment – solid market research from MetaFacts Technology User Profile

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

Technology marketers and researchers know what Johnny Carson pointed out many years ago: “People will pay more to be entertained than educated.”

As fickle consumers continue to change their tastes and preferences, entertainment has been core. In particular, Digital Entertainment has been the closest thing to the fabled silver bullet that will increase market adoption with some products and services becoming hits while others fail and become tech industry footnotes.

Below are a few examples of questions addressed in TUP related to digital entertainment. The full TUP service enables drilling down beyond the answers to these questions to identify which other technologies and services 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.

  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • How are Facebook users different from users of other Social Networks? Beside demographics, what else distinguishes these from each other?
  • 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 much have PC users integrated PCs into their personal lives?
  • 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?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • How central is game-playing to the general population? How about within certain key market segments?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • How social-network active are the various tiers of gamers?
  • Is social networking only for certain age groups?
  • How many screens do people view? Which market segments view more screens than other segments?
  • How tech-experienced are game-players?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Which social networking sites are used most frequently by which segments?
  • Who spends the most hours online?
  • Which smartphone OS is leading, and with which market segments?
  • 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?
  • Which market segments are blogging? How do they compare to social networkers?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • What types and combinations of consumer electronics are homes using?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Which market segments are dating online? What else do they frequently do online?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • What are the attitudes about texting and driving? Who is most supportive and who is mostly opposed?
  • 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?
  • Which social networks show the most growth-oriented activity? Which segments show signs of losing interest or withdrawing?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Who are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • Which market segments interact with their social network using their mobile phone, and which do not? What else stands out about these connected users?
  • Multitasking – who’s using many devices for many activities, versus few devices for many activities? How do user segments vary by quadrant?

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 the Technology User Profile Global Insights Edition 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.

Leave a Comment

Filed under Consumer research, Households, Market Research, MetaFAQs, TUP 2011, TUP 2012

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.

Leave a Comment

Filed under Consumer research, Market Research, MetaFAQs, TUP 2011, TUP 2012

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.

  • How many and which segments are watching and renting movies on which platforms?
  • Which activities are different for dial-up than broadband? What’s driving bandwidth needs?
  • What is the mix of communication products and services – landline, wireless, email, IM, etc. – by segment?
  • Who is videoconferencing, and using which platform?
  • What are the overall future trends for the Internet?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • How have PC/Online & Mobile Phone activities changed? How might this affect apps?
  • iPhone users – who are they really? How do they compare with Droid and blackberry users?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • 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?
  • Netbooks – how soon and with which market segments?
  • Is email dying because of ads? Being replaced by alternatives such as social networking, texting, or IM?
  • Which industry groups have varied levels of adoption?
  • Most-mobile customers – where do they go and what do they do?
  • Who is using mobile payments?
  • Who’s busiest – desktop users or notebook users? How do their profiles differ?
  • What is the impact on privacy in use of social networking?
  • How much have PC users integrated PCs into their personal lives?
  • What about the unemployed? Are they more or are they less tech-focused?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments?
  • What do most people do with their mobile phone as compared to their PC? Which align with which platforms?
  • What do users sync or “store” in the cloud? How does this differ between mobile phones and PCs? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Which market segments are dating online? What else do they frequently do online?
  • How do ad volumes affect usage?
  • How are smartphones challenging mobile PCs? Which market segments are coalescing around which platforms?
  • Is social networking only for certain age groups?
  • How are users communicating, given all their communication options?
  • What is the tech-owning profile of active gamers? High-bandwidth or dial-up? Many consumer electronics entertainment products or focused on gaming? Many computers or few? How does this vary by segment?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • Multitasking – who’s using lots of devices for lots of apps, few devices many apps, etc.?
  • Which market segments are blogging? How do they compare to social networkers?
  • Netbooks – are they replacing notebooks? Stalling smartphones? Withering?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • Which segments are using which devices & carriers?  For which activities?
  • Which segments are the most music-intensive? What is the overlap of music-centered products and services by segment?
  • Who is buying the highest-end PCs? Are there brand differences? What else do users buy and what else do they use?
  • How prominent is printing images from mobile phones?
  • How many people use calendars on their PC, their mobile phone, or both? Which types of people are these?
  • 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?
  • Which segments are utilizing the cloud? For which activities?
  • Which tech buyers focus more on retail than shopping online and vice versa?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • How much of the game-playing population is older versus younger?
  • How social-network active are the various tiers of gamers?
  • In reality, how deeply has the Apple iPod penetrated the market, and into which market segments?
  • What types and combinations of consumer electronics are homes using and planning to use?
  • How are users incorporating digital images, through the use of digital cameras, scanners, downloading images, as well as how are they producing output?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Which market segments are renting movies? Are they renting DVDs at a retailer, by mail, or at a kiosk? Do they watch them online?
  • Which types of software (packages and SaaS) are used and intended for near-term use? (apps, appstore)
  • Special printer paper? Who uses it and what for? Is it only photos, or something else?
  • What are consumers planning to buy? (in consumer electronics, connected home, computers, Internet, etc.)
  • Online shoppers – are they everyone, or unique?
  • How do online shopping activities differ between Hewlett Packard, Apple and Dell customers?
  • What about the anti-social – those that aren’t in an online social network? Who are they?
  • How does the life and lifespan of a PC vary by form factor? Does it vary by brand? By user segment?
  • How many seniors are online? How is their behavior different than younger online users?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use film cameras?
  • Is the smartphone killing PC shopping?
  • Is it really one to a customer? How often are PCs shared? Which market segments use more than one PC?
  • Which social networking sites are used most frequently by which segments?
  • Do users find their PCs to be more useful or less useful? Which users are the most practically-oriented?
  • Who are the people who shop for technology products on the web, but purchase at a local retail outlet?
  • Which smartphone OS is leading, and with which market segments?
  • How tech-sophisticated are game-players, within key gaming segments?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • How rich is the user’s printing experience? Do they use only one printer or more than one? For multi-printer users, which ones do they use? Who are the most-active printer users?
  • How do the market segments of mobile phone platforms vary?
  • How tech-experienced are game-players?
  • How many screens do people view? Which market segments view more screens than other segments?

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 2010 edition, and even more questions are answered in the TUP 2011 edition.

Leave a Comment

Filed under Consumer research, Market Research, Market Segmentation, MetaFAQs, Statistics, Tech Market, Trends, TUP 2009, TUP 2010

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 social-network active are the various tiers of gamers?
  • What do most people do with their mobile phone as compared to their PC? Which align with which platforms?
  • How much of the game-playing population is older versus younger?
  • Have game-players been the first to adopt new products such as the Apple iPhone? Or, are they generally later adopters?
  • How tech-sophisticated are game-players, within key gaming segments?
  • To what extent does game-playing drive online usage specifically and tech usage overall?
  • 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?
  • Do game players bring their gaming with them into the workplace? To what extent? Which market segment does this the most?
  • What types and combinations of consumer electronics are homes using and planning to use?
  • What is the impact on privacy in use of social networking?
  • Which activities are different for dial-up than broadband? What’s driving bandwidth needs?
  • Which social networking sites are used most frequently by which segments?
  • 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?
  • Are some countries more game-oriented than others?
  • What about the anti-social – those that aren’t in an online social network? Who are they?
  • What is the tech-owning profile of active gamers? High-bandwidth or dial-up? Many consumer electronics entertainment products or focused on gaming? Many computers or few? How does this vary by segment?
  • How much have PC users integrated PCs into their personal lives?
  • Which segments have recently paid for a downloaded mobile phone app?
  • Which smartphone OS is leading, and with which market segments?
  • How has the division of work vs. personal use of technology products continued to blur?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • How are users communicating, given all their communication options?
  • Who is using mobile payments?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • Are youngsters abandoning (traditional) TV?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • Which market segments are dating online? What else do they frequently do online?
  • Who’s busiest – desktop users or notebook users? How do their profiles differ?
  • What are the overall future trends for the Internet?
  • Which segments are using which devices & carriers? For which activities?
  • How have PC/Online & Mobile Phone activities changed? How might this affect apps?
  • What’s the expected market demand for a Google Droid – Verizon – Motorola trio?
  • When do you grow up and give up on your Apple? When do you get one again, if you do?
  • Who is buying the highest-end PCs? Are there brand differences? What else do users buy and what else do they use?
  • How do consumer attitudes about purchasing technology differ between Apple, Hewlett Packard and Dell customers?
  • iPhone users – who are they really? How do they compare with Android, Windows, and Blackberry users?
  • Which market segments are renting movies? Are they renting DVDs at a retailer, by mail, or at a kiosk? Do they watch them online?
  • Which tech buyers focus more on retail than shopping online and vice versa?
  • Multitasking – who’s using lots of devices for lots of apps, few devices many apps, etc.?
  • How are smartphones challenging mobile PCs? Which market segments are coalescing around which platforms?
  • What about the unemployed? Are they more or are they less tech-focused?
  • What makes a smartphone a smartphone in the consumer’s eyes? How does usage compare to basic mobile phones? What are the user segments?
  • Who is videoconferencing, and using which platform?
  • What do users sync or “store” in the cloud? How does this differ between mobile phones and PCs? How do users share images – social networking sites or photo-specific sites? Which users are the most active?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • Is it really one to a customer? How often are PCs shared? Which market segments use more than one PC?
  • How many and which segments are watching and renting movies on which platforms?
  • Which social networking sites dominate? How does this vary by country and demographic group?
  • Which market segments are blogging? How do they compare to social networkers?
  • How do the market segments of mobile phone platforms vary?
  • How many screens do people view? Which market segments view more screens than other segments?

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 2010 edition, and even more questions are answered in the TUP 2011 edition.

Leave a Comment

Filed under Consumer research, Market Research, MetaFAQs, TUP 2009, TUP 2010