Flurry: Time Spent On Mobile Apps Jumped 69% in 2016

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Moble app use continued on a growth path in 2016, and smartphone users spent a lot more time using them, according to the latest market data from Yahoo’s Flurry. Usage of individual apps increased an average 11 percent year-over-year in 2016, while the time spent...Learn More

VR Awareness Rises Sharply, Attitudes Improve Amidst Holiday Season Promotional Efforts

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Virtual reality (VR) headsets were a focal point for holiday season shoppers as consumer electronics (CE) industry participants introduced a variety of new offerings. VR awareness has increased substantially, giving ReportLinker the chance to survey consumers regarding their experiences and perceptions of VR headsets and...Learn More

Digital Gaming Research Finds Heavy Smartphone Video Gaming Usage

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Nearly 8 in 10 U.S. consumers (78%) use smartphones to play video games, recent digital gaming research results revealed. Nearly 7 in 10 (68%) use tablets to read ebooks, according to a market research survey from PayPal and SuperData Research. Tablets ranked second and laptops...Learn More

Virtual Reality Headset Penetration to Reach 81 Million by 2020

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Consumers will be buying a lot more virtual reality headsets (VR) in coming years as smartphone and high-tech vendors launch aggressive promotional campaigns, according to a new virtual reality headset penetration forecast from IHS Markit. VR headset use will surge from 4 million in 2015...Learn More

Parks: Internet-Connected Entertainment Devices Now in Close to 75% of U.S. Homes

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Internet-connected entertainment devices rose 11% since 2015, according to new market data from Parks Associates. The number of U.S. broadband households that make use of at least one Internet-connected in-home entertainment device has risen to 73% over that time period, Parks said. Whether it’s smart...Learn More

Virtual Reality Forecast: 8% of Millennials Plan to Buy Headsets This Year

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Young adult Millennials have been the primary early adopters of new connected consumer electronics (CE) products and service, and that’s the case when it comes to virtual and augmented reality (AR/VR), according to a new virtual reality forecast from Parks Associates. In producing ¨Connected CE,...Learn More

Report Finds Roku with Biggest OTT Video Set Top Box Market Share

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Set-top boxes from the likes of Apple, Google and Roku are the fourth-most popular means of streaming OTT video in homes, according to OTT video set top box market share research from comScore. The OTT STBs ranked behind the ¨Big 3¨ – desktops, smartphones and...Learn More

DDoS Attack Data: Gaming Companies Were the Biggest Target

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Distributed Denial of Service (DDoS) attacks continue to increase in number and frequency, as well as in size and sophistication, in 1Q’16, according to DDoS attack data from Akamai. The company thwarted more than 4,500 DDoS attacks in 1Q, an increase of 125 percent. The...Learn More

Virtual Reality Headset Forecast: $895 Million in 2016

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A virtual reality headset forecast from Strategy Analytics calls for worldwide revenues of $895 million this year. The researchers view 2016 as a pivotal year for virtual reality (VR) headsets. Over three quarters of VR headset revenues will result from sales of just three new...Learn More

Game Consoles Forecast: Household Penetration Below 50% by 2019

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Internet gaming consoles have been the most common connected entertainment device for years now, but their presence in U.S. broadband households will drop below 50% by 2019, according to a game consoles forecast from Parks Associates. Unit sales have been dropping for nearly 10 years...Learn More

NPD Finds U.S. Connected TV Penetration at 52% of Internet Homes

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Connected TV penetration grew by six million more U.S. Internet homes over the past year, bringing the total number with at least one connected TV to 49 million, or 52%, according to research from The NPD Group. Residents are using a variety of devices to...Learn More

Teen Media Use Study: Average Teen Consumes Nine Hours Daily

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U.S. teenagers (ages 13-18) spend an average of nine hours every day consuming entertainment media, while tweens (ages 8-12) consume entertainment media an average of six hours, according to a research report from Common Sense Media released November 3rd. These figures don’t include the amount...Learn More