Facebook users hop, skip, or jump? [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, December 6, 2018

The share of online Americans using any of Facebook’s sites has dropped in the last year. The % of online adults using Facebook, Instagram, or WhatsApp, as well as any of these three, is lower than one year prior. This is based on the 2018 wave of Technology User Profile (TUP), a survey of technology users now in its 36th year.

Three in four online adults (76%) report having used Facebook in the prior 30 days, down from 84% in the prior year.

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News and adblocking – a persistent challenge [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, April 13, 2018

Keep stopping the ads!

So say a large and growing group of consumers.

There are multiple ways consumers are expressing this, from actively using ad blockers, to moving beyond “freemium” sites and content to those offering an ad-free experience with a paid subscription, or simply reducing their media consumption.

Ad blockers are being used by a substantial share of online adults in the US. Based on our 2017 wave of TUP/Technology User Profile throughout the US, 40% of Connected Adults are actively using an ad blocking app on at least one of their connected devices.

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Is there an age skew for using VR headsets? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 2, 2017

Virtual 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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Virtual reality headset adoption is led by youngish, but not the youngest, adults. Adults age 25-39 have the highest rates of VR Headset usage.

Adults age 30-34 have the strongest usage rates – at 5%. Slightly older adults – age 35-39 – have the next-highest usage rate.

In addition to their quest for fun and convenience, these age groups are in some of the most-active life stages, with the highest levels of presence of children, full-time employment, and household income. These sociological factors correlate strongly with higher demand for home entertainment, game consoles, game-playing, and gaming desktops and notebooks.

Looking ahead, we expect this age group to continue as the strongest users of VR Headsets. While there are exciting commercial developments, from training simulations to rapid prototyping, we expect these VR applications to reach fewer employees than consumers for VR Headsets.

This is based on our most recent research among 7,336 US adults as part of the TUP/Technology User Profile 2016 survey. This MetaFAQs research result addresses one of the many questions profiling active technology users. The TUP Lens with the most information about VR Headsets, age skews, and Entertainment Activities are the TUP 2016 Wearables Lens, Consumer Electronics, and Home Entertainment Lens.

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About MetaFAQs

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

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How many connected adults use hearables? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, January 11, 2017

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 opportunities, yet not broad enough to sustain many competitors.

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The primary current use case for Bluetooth headsets is 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. Voice 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 are primarily being used for immersive games and reaching a slightly different segment than Bluetooth headsets.

About MetaFAQs

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

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. To share or quote excerpts, please contact MetaFacts.