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.