Tag Archives: Pandora

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.

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Filed under Cloud Storage, Desktops, Entertainment, Market Research, Notebooks, Smartphones, TUP 2016, TUPdate

Music – solid market research from MetaFacts Technology User Profile

Extensive information about digital music and which people do and don’t use it is available in TUP – Technology User Profile.

Victor Hugo said many years ago: “Music expresses that which cannot be put into words and that which cannot remain silent.” Technology marketers and researchers know how important music is to so many people.

As fickle music-listening consumers continue to change their tastes and preferences, music has been instrumental in encouraging them to try many different types of technology. In particular, music has been the hit to draw consumers through adoption of some products and services, only to abandon those for newer disruptive offerings. The changes are far from over.

Below are a few examples of questions addressed in TUP related to digital music. 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.

  • 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 the most music-intensive? What is the overlap of music-centered products and services by segment?
  • Which segments are keeping their files, calendars, or other information synchronized or backed up online?
  • iPhone users – who are they really? How do they compare with Android and Blackberry users? What types and combinations of consumer electronics are homes using?
  • Age-related market adoption – which products and services are age-skewed? Which are skewed toward older rather than younger users?
  • Tech adoption cycles may not be as fast as the tech-focused think. How many and which users still use older tech products?
  • Primacy – what is the center of the user’s world? Their home PC, work PC, mobile phone? Is it one device or many?
  • Most-mobile customers – where do they go and what do they do?
  • Do PC users behave differently as they gain more experience? Are Newbies or Vets mostly focusing on certain activities versus a broad mixture?
  • How are smartphones challenging or complementing mobile PCs? Which market segments are coalescing around which platforms?
  • How much have PC users integrated PCs into their personal lives?
  • What do most people do with their mobile phone as compared to their PC? Which user segments align with which platforms?
  • Which smartphone OS is leading, and with which market segments?
  • 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 seniors are online? How is their behavior different than younger online users?
  • 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?
  • Are Apple’s retail shoppers already the Apple-faithful or is Apple drawing in the unconverted? Who are these shoppers?
  • 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?
  • Who are the true early adopters and laggards? How does this vary by actual usage of specific products and technologies?
  • What is the status of mobile phone transition, from basic feature phones to smartphones and non-users?
  • How are users communicating, given all their communication options?
  • Who spends the most hours 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?
  • 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 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 are the biggest tech spenders? Which segments spend the most and least for devices? How does spending for tech services differ?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • 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 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, MetaFAQs, Mobile Phones, Technology, TUP 2011, TUP 2012

Are Smartphones really for fun, not communicating?

Are Smartphones really for fun, not communicating?

A MetaFacts TUPdate by Dan Ness, Principal Analyst

Are Smartphone subscribers more about fun than communication? Is entertainment that much stronger for Smartphone subscribers than for users of Basic Mobile Phones? Is the lack of a boss key because mobile phone users feel freer to have fun with their handsets than their PCs?

For Smartphone users, it’s not only playing games like Angry Birds that is widespread. Activities such as listening to music, watching movies, and checking sports and weather also are prevalent.

These fun activities are much more popular on Smartphones than on Basic Mobile Phones. For most key entertainment activities, more than three times the rate of Smartphone users find ways to play than the percentage of Basic Mobile Phone users.

Entertainment Activities by Mobile Phone Type-MetaFacts

Playing Games and Listening to Music are activities for more than half of Smartphone users, and for only one-fifth or less of Basic Mobile Phone users.

High-end app developers may be amazed that any Basic Mobile Phone users find ways to use their simpler phones to have any fun at all. That might be considered a glass half-full view, with the prospect that someone eager enough to struggle with the limited games and web access on most Basic Mobile Phones may be a great candidate to switch to a smartphone. The half-empty types may see this as a reality that for many consumers, good enough is good enough. They may be satisfied with simple games for casual play, and may be less prone to upgrade their platform. In either case, this highlights that app developers, handset makers and carriers need to look at the demand across multiple platforms so they don’t miss out on market opportunity or dissatisfy important customers.

Diving a little deeper into the Technology User Profile survey responses, fun is also age-linked. The game-playing rate among age 18-34 mobile phone users is 42% versus half that (21%) among those aged 35+. Although to a great extent, Smartphones have been more strongly adopted among younger than older adults, taking age into account; Smartphone users are simply more fun-oriented than users of Basic Mobile Phones.

Fun isn’t the only driver for Smartphones; communication does rate more highly for Smartphones than for Basic Mobile Phones, with usage broadly spanning phone calls, text messages, voicemail, and email for two-thirds or more of Smartphone users. For Basic Mobile Phone users, only phone calls and text messaging are used by over half of the users.

Looking ahead, bandwidth-hogs such as multi-player games and video calls are likely to drive demand for Smartphones as well as underlying wireless networks. However, as carriers seek to optimize their spectrum and profits, data caps or throttled apps may discourage the most active subscribers. Then, these users will either revert to other devices, or app makers and service providers will find ways to further optimize precious bandwidth, likely increasing supply to satisfy the demand driven by so many consumers.

Source

The results in this TUPdate are drawn from the MetaFacts Technology User Profile Survey. In our most recent wave of Technology User Profile, we surveyed American adults about their use of mobile phones, technology attitudes, and many other behavioral and socioeconomic factors. Current TUP subscribers can access and drill down more deeply into this phenomenon using TUP Interactive Access or with their datasets.

We started this analysis by first looking at the answers from 8,175 U.S. respondents in the Technology User Profile service and then drilled down further into their profiles to get a more complete picture.

Contact MetaFacts to access the MetaFacts Technology User Profile Overview Edition report, which covers the broader range of key trends. View findings in 25 pages of executive summary analysis, 200+ pages of charts and graphs, all supported by 95+ pages of detailed tables. The complete, 300+ page report is delivered to you electronically.

These editions are for the U.S. based on the 2010 wave of Technology User Profile gathered among a scrupulously selected set of representative respondents, surveyed both online and offline.

To see other research coverage of Internet products and activities  – from smartphones to feature phones, desktops to notebooks, social networking, demographics, and attitudes – see the many other questions TUP answers on www.technologyuser.com. Tech market research professionals who want a solid resource they can use immediately after industry events such as mergers, or even use prior to anticipated events, can license direct access to TUP.

About TUPdates

MetaFacts releases ongoing research on the market shifts and profiles for Smartphones, Netbooks, Mobile PCs, Workplace PCs, Home PCs, Web Creators, Broadband, and many other technology industry trends and facts. These TUPdates are short analytical articles in a series of specific topics utilizing the Technology User Profile Annual Edition study, which reveals the changing patterns of technology adoption around the world. Interested technology professionals can sign up at http://technologyuser.com/contact/ for complimentary TUPdates – periodic snapshots of technology markets.

About MetaFacts

MetaFacts helps technology marketers find and measure their best and future customers. MetaFacts’ Technology User Profile (TUP) survey is the longest-running, large-scale comprehensive study of its kind, conducted continuously since 1983, the year before Apple released the Apple Macintosh. The detailed results are a primary market sizing and segmentation resource for leading companies providing consumer-oriented technology products and services, such as PCs, printers, software applications, peripherals, consumer electronics, mobile computing, and related services and products. TUP analyzes key trends and the data-rich source can be dived into more deeply for custom analysis. For more information about the syndicated research service, analysis tools, publications and datasets, contact MetaFacts at 1-760-635-4300.

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Filed under Market Research, MetaFAQs, Mobile Phones, Technology, Technology User Overview Report, TUP 2010, TUPdate

Music – solid market research from MetaFacts Technology User Profile

Extensive information about digital music and which people do and don’t use it is available in TUP – Technology User Profile.

Victor Hugo said many years ago: “Music expresses that which cannot be put into words and that which cannot remain silent.” Technology marketers and researchers know how important music is to so many people.

As fickle music-listening consumers continue to change their tastes and preferences, music has been instrumental in encouraging them to try many different types of technology. In particular, music has been the hit to draw consumers through adoption of some products and services, only to abandon those for newer disruptive offerings. The changes are far from over.

Below are a few examples of questions addressed in TUP related to digital music. 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?
  • iPhone users – who are they really?
  • What do most people do with their mobile phone as compared to their PC? Which align with which platforms?
  • How many smartphone users listen to music using their smartphone in addition to their MP3 player such as an Apple iPod?
  • What types and combinations of consumer electronics are homes using and planning to use?
  • How are smartphones challenging mobile PCs?
  • Which activities are different for dial-up than broadband? What’s driving bandwidth needs?
  • What makes a smartphone a smartphone (in the consumer’s eyes)
  • Which market segments are renting movies? Are they renting DVDs at a retailer, by mail, or at a kiosk? Do they watch them online?
  • What other activities are just outside the box for gamers? Online dating? Social Networking? Music? Movies? Entertainment in general?
  • How are users communicating, given all their communication options?
  • Which gaming platform dominates with which market segment?
  • How many online adults use dial-up to go online, and which countries stand out?
  • One to a customer? How often are PCs shared?
  • How many and which segments are watching and renting movies on which platforms?
  • Which web portals are used most frequently?
  • What about the unemployed? Are they more or are they less tech-focused?
  • Most-mobile customers – where they go and what they do
  • Are Apple’s best customers really unique?
  • How has the division of work vs. personal use of technology products continued to blur?
  • What are the overall future trends for the Internet?
  • How do the segments of mobile phone platforms vary?
  • What’s typically bundled with a PC?
  • Which market segments are dating online? What else do they frequently do online?
  • Is social networking only for certain age groups?
  • Which platforms offer the best opportunity for particular activities? How do segments vary?

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 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.

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Filed under Consumer research, Market Research, MetaFAQs, Mobile Phones, Technology, TUP 2009