INSIGHTS 2017 - AudienceProject...2016 was named as the year of virtual reality. Tech giants like...
Transcript of INSIGHTS 2017 - AudienceProject...2016 was named as the year of virtual reality. Tech giants like...
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INSIGHTS 2017
Device Usage in the Nordics, UK & US
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03 Editorial
04 Number of devices
06 Device penetration
20 Virtual reality
26 About the study
CONTENTS
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VR on the rise
We are on the brink of
a new device revolution
2016 was named as the year of virtual reality. Tech giants like HTC,
Oculus, Sony and Google all presented a VR headset making it possi-
ble to explore this new 360° world. In this study, you will see that the
adoption of virtual reality is taking root in the UK and US whereas in the
Nordics it is still just an afterthought.
However, while virtual reality hasn’t gained ground in the Nordics, the
smartwatch has. In the last year, the penetration of smartwatches has
increased massively. Across the Nordics, the smartwatch penetration
has doubled from 2016 to 2017.
The question for the media industry is how these new devices will
affect the media consumption and how we can adapt to a reality with
several computers and mobile devices for one person, and not just
think about one device and one cookie for one person. Now we face
a reality of even more possible devices and there is no doubt that
the ability to identify people across not only computers and mobiles,
but also smart TVs, smartwatches and virtual reality devices will be
increasingly important in the future.
In the following pages, you can learn more about the revolution taking
place. Enjoy!
Rune Werliin
Head of Marketing & Communication @ AudienceProject
EDITORIAL
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In average, the Nordic, UK and US population have more
than 7 devices with internet access in their households.
With around 2,2 mobiles in each household the number
of mobiles exceeds the number of computers.
NUMBER OF DEVICES
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Average number of devices with
internet access in households
Denmark
Sweden
Norway
Finland
UK
US
7,1
7,0
8,2
6,5
7,3
7,7
Computer Tablet Mobile Smart TV
Video game console Smartwatch Virtual reality device Other
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In general, the computer and mobile penetration is
higher in the Nordics than in UK and US, while the
video game console and smartwatch penetration
is higher in UK and US than in the Nordics.
DEVICE PENETRATION
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Average device penetration in
Nordic, UK and US households
Computer
Tablet
Mobile
Smart TV
Video game console
Smartwatch
88%
72%
93%
60%
32%
5%
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Computer penetration in households
Denmark
Sweden
Norway
Finland
UK
US
95%
95%
94%
95%
85%
89%
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The computer penetration in
the Nordic households has
slightly decreased in the
last couple of years
Denmark Sweden Norway Finland
2017
2016
2015
98% 98% 95% 98% 97% 95% 97% 96% 94% 97% 96% 95%
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Tablet penetration in households
Denmark
Sweden
Norway
Finland
UK
US
70%
68%
76%
63%
74%
65%
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The tablet penetration in
the Nordic households has
slightly increased in the
last couple of years
Denmark Sweden Norway Finland
2017
2016
201569% 70% 70%
66%71% 68%
72% 75% 76%
59% 59%63%
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Mobile penetration in households
Denmark
Sweden
Norway
Finland
UK
US
94%
96%
96%
93%
90%
81%
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The mobile penetration
has sligthly decreased in
DK and FI and sligthly
increased in SE and NO in
the last couple of years
Denmark Sweden Norway Finland
2017
2016
2015
98%93% 94% 92% 93% 96% 92% 93% 96% 96% 98%
93%
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Smart TV penetration in households
Denmark
Sweden
Norway
Finland
UK
US
60%
48%
63%
51%
59%
56%
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15AudienceProject Insights 2017
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Video game console penetration in households
Denmark
Sweden
Norway
Finland
UK
US
30%
32%
40%
35%
45%
46%
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The video game console
penetration in the Nordic
households has slightly
increased in the last year
Denmark Sweden Norway Finland
2017
2016
27%30%
27%
32% 31%
40%36% 35%
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Smartwatch penetration in households
Denmark
Sweden
Norway
Finland
UK
US
5%
8%
12%
7%
11%
14%
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The smartwatch penetration
in the Nordic households has
doubled in the last year
Denmark Sweden Norway Finland
2017
2016
3%
5%4%
8%
5%
12%
4%
7%
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Virtual reality is on the rise - especially in the UK and US.
The majority use their virtual reality device for playing
games and watching video. Few use the device for
professional work and other purposes.
VIRTUAL REALITY
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Virtual reality device penetration in households
Denmark
Finland
Norway
3%
Sweden
UK US
8%
2% 1%
1% 5%
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Virtual
reality device
penetration
among men
than women
Denmark
Sweden
Norway
Finland
UK
US
2%
1%
3%
1%
5%
10%
Denmark
Sweden
Norway
Finland
UK
US 6%
4%
1%
2%
1%
3%
NOTE:
The colored part of the bar indicates a
95% confindence interval. As the share
of people with access to VR is very low
in the Nordics, the variance can lead to
a proportionally bigger change.
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Virtual reality device penetration across age groups
15-25 26-35 36-45 46-55 56+
15% Denmark
Sweden
Norway
Finland
UK
US
2%
1%
4%
2%
6%
8%
4%
1%
3%
1%
7%
4%
1%2%
1%
6%
11%
2%1%
2%
1%
3%
6%
0% 1% 1% 0%1% 1%
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What virtual reality devices are used
for across the Nordics, UK and US
Playing games Watching video Professional work Other purposes
70% 74% 8% 11%
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What virtual reality devices are used
for in the Nordics, UK and US respectivily
85
Watching videoPlaying games Professional work Other purposes
51
42
63
51
75
54 55
50 50
61
79
3
11
68
29
24
9
18
10
16
2 3
Denmark
Sweden
Norway
Finland
UK
US
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ABOUT THE STUDY
Methodology
The study is a part of AudienceProject Insights 2017. Data is collected through
online surveys done in Q1 2017. The respondents have been selected from
our Nordic, UK and US panels consisting of more than 1 million panelists and
weighed to achieve representativity on the more than 14.000 respondents who
completed the survey.
Editor & Data
Rune Werliin
+45 60 17 77 76
Text & Design
Martin Kokholm
+45 25 61 32 19
Contact
Website
www.audienceproject.com
@Audience_P
#apinsights2017
About AudienceProject
AudienceProject has its roots in market
research, technology and large scale
data. It helps brands, agencies, publish-
ers and e-commerce companies iden-
tify, target and vaildate audiences. The
products range from audience planning,
validtaion and targeting on socio demo-
graphics as well as other variables.
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