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SOURCE Research and Markets
DUBLIN, January 20, 2014 /PRNewswire/ --
Dublin - Research and Markets (http://www.researchandmarkets.com/research/5c8g27/connected_device) has announced the addition of the "2013 Report on the US Connected Device Usage for Multiscreen Entertainment Market" report to their offering.
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Today, consumers of all ages live the connected lifestyle. In fact, MRG estimates that the US installed base of Internet-connected devices will grow to 900 million by 2017. Since 2010, the largest growth in connected devices has been with smartphones, tablets and connected TVs. The US smartphone installed base alone grew from 88 million units in 2010 to 170 million in 2012. The driving force behind these mind-boggling growth statistics has been the creation of digital ecosystems. Devices are no longer sold based exclusively on product design, or their features and functions. Digital ecosystems combine devices, services and content from multiple suppliers to generate greater consumer value than each element could offer independently.
US consumers are rapidly adopting connected CE devices. Smartphones, tablets and Internet-connectible TVs top the list. Since 2010 the average number of connected devices owned by US broadband households has increased from five devices per HH to over seven devices per HH. The proliferation of connected devices has given consumers new entertainment choices. It has been widely assumed that the adoption of all these connected devices would dramatically change our entertainment consumption behavior. The multiscreen entertainment market was supposed to be about consuming entertainment using lots of different screens. This has become a reality only for some.
Key Topics Covered:
Connected Device Adoption
US Device Installed Base
Use of Connected Devices for Entertainment Activities
Market Analysis and Forecasts
I. Connected Device Adoption Follows an Evolutionary Pattern
II. Interest in Technology Correlates to Interest in Online Entertainment
III. The Adoption of Technology does not Directly Alter Online Entertainment Behavior
IV. Consumers Prefer Devices for Specific Entertainment Activities
V. Digital Ecosystems Must Balance Scale with Innovation
For more information visit http://www.researchandmarkets.com/research/5c8g27/connected_device
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