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NETWORKS @ HOME: GROUP B -- ENTERTAINMENT HOUSEHOLDS

INDUSTRY REPORTS FROM PARKS ASSOCIATES

HOUSEHOLD SURVEY — Publish Date: JUL 00   Purchase Report Online
FOCUS GROUP ANALYSIS — Publish Date:
DEC 99   Purchase Report Online

SYNOPSIS

A strong market for emerging home networking applications are exists in households with high-end entertainment needs. This groundbreaking report consists of analysis of f a 400-household survey of U.S. households fitting the definition of "high-end entertainment household." This survey covers current ownership and use of electronic products and services, consumer interest in emerging home entertainment applications, Internet usage, and psychographic and demographic profiles. With the purchase of this report, Parks Associates will also provide analysis for two focus groups of high-end entertainment consumers.

TABLE OF CONTENTS

HOUSEHOLD SURVEY

1.0 Executive Summary
   1.1 Background and Format of the Study
   1.2 Sizing "High-End Entertainment" Households
   1.3 Key Findings
      1.3.1 Attitudes and Opinions about Technology
         1.3.1.1 Attitudes
         1.3.1.2 Wish Lists for Entertainment Platforms and Services
      1.3.2 Product Ownership
      1.3.3 Video Player Ownership
      1.3.4 PCs in the Home
      1.3.5 Internet Access and Usage
      1.3.6 Interest in Future Technologies
         1.3.6.1 Home Networking for Entertainment Applications
         1.3.6.2 PC-Based Home Control
         1.3.6.3 Personal Video Recorders
         1.3.6.4 Interactive Television Features
         1.3.6.5 Advanced Gaming Devices
         1.3.6.6 Internet Appliances
   1.4 Marketing to the High-End Entertainment Household

2.0 The Sample
   2.1 Data Collection
      2.1.1 Striking Respondents from the Sample
   2.2 Characteristics of the Sample
      2.2.1 Characteristics of the Sample: Age
      2.2.2 Characteristics of the Sample: Number of Children at Home
      2.2.3 Characteristics of the Sample: Household Income
      2.2.4 Characteristics of the Sample: Occupations
      2.2.5 Characteristics of the Sample: Education
      2.2.6 Characteristics of the Sample: Marital Status
      2.2.7 Characteristics of the Sample: Work-At-Home Status
      2.2.8 Characteristics of the Sample: Type of Residence
      2.2.9 Characteristics of the Sample: Ownership of Home
      2.2.10 Characteristics of the Sample: Second Home Ownership
   2.3 Product Penetration in Multiple-PC Households
      2.3.1 Subscription to Premium Channels
      2.3.2 Ownership of Mobile Phones
      2.3.3 Ownership of Pagers
      2.3.4 Ownership of Big-Screen TVs (42" or Larger)
      2.3.5 Ownership of Smaller Televisions (Less than 42")
      2.3.6 Ownership of Personal Digital Assistants (PDAs)
      2.3.7 Ownership of Fax Machines

3.0 High-End Entertainment Wish Lists and Attitudes Toward Technology
   3.1 "If Trapped on a Desert Island…"
      3.1.1 What Kind of Content Would Consumers Choose?
         3.1.1.1 The Overall Sample
         3.1.1.2 By Gender
      3.1.2 What Local Content Would Consumers Choose?
         3.1.2.1 The Overall Sample
         3.1.2.2 By Children Living at Home
      3.1.3 What One Product/Service Would Consumers Choose?
         3.1.3.1 The Overall Sample
         3.1.3.2 By Age of Respondent
         3.1.3.3 By Household Income
   3.2 "If Price Were No Object…"
      3.2.1 What Product Would Consumers Acquire?
         3.2.1.1 The Overall Sample
         3.2.1.2 By Gender
      3.2.2 What Service Would Consumers Acquire?
         3.2.2.1 The Overall Sample
         3.2.2.2 By Income
   3.3 Where Do Consumers In High-End Entertainment Households
           Learn About New Products and Services?
   3.4 Attitudes Toward Technology
      3.4.1 How Much do Respondents Rely on Friends and Family?
      3.4.2 Do Consumers Fear that Technology is in Control?
      3.4.3 Do Consumers Like Owning "The Latest and Greatest"?
      3.4.4 Do Electronic Products Increase Quality of Life?
      3.4.5 Do Electronic Products Save Time and Effort?
      3.4.6 Do Consumers Sacrifice Features and Reliability for Price?

4.0 Ownership and Usage of Video and Audio Products
   4.1 Video Products
      4.1.1 Ownership of Video Players
         4.1.1.1 Standard VCRs
         4.1.1.2 Hi-Fi VCRs
         4.1.1.3 Personal Video Recorders (PVRs)
         4.1.1.4 Laserdisc Players
         4.1.1.5 DVD Players
         4.1.1.6 Hours that Video Players are Used
      4.1.2 Examining DVD Ownership
         4.1.2.1 Why Haven't Households Acquired a DVD Player?
         4.1.2.2 When Households First Acquired the DVD Player
         4.1.2.3 Reasons Why Households Acquired a DVD Player
         4.1.2.4 Has the Purchase of the DVD Player
                      Prompted Additional Entertainment Purchases?
         4.1.2.5 Entertainment Purchases Attributed to the Acquisition of a DVD Player
         4.1.2.6 Will Future Entertainment Purchases Result from the
                      Acquisition of a DVD Player?
         4.1.2.7 Future Purchases Planned Due to Ownership of a DVD Player
         4.1.2.8 Do Consumers Plan to Upgrade a Video Player in the Near Future?
         4.1.2.9 Planned Video Player Purchases/Upgrades
      4.1.3 Interest in Personal Video Recorders (PVRs)
      4.1.4 At-Home Movie Viewing
         4.1.4.1 Frequency of Pay-Per-View Orders
         4.1.4.2 Frequency of Movie Rentals
      4.1.5 Home Theater Ownership
         4.1.5.1 How Were Components Acquired?
         4.1.5.2 Year of Home Theater System Completion
         4.1.5.3 Was the Home Theater System Professionally or Personally Installed?
         4.1.5.4 Satisfaction With the Home Theater Installation
         4.1.5.5 Reasons Consumers Are Less Satisfied with the Home Theater Installation
   4.2 Audio Products
      4.2.1 Number of Speakers
      4.2.2 Top Means of Accessing Music Content at Home

5.0 Game Consoles
   5.1 Ownership
   5.2 Number and Type of Game Consoles Owned
   5.3 Which Gets Used More For Gaming: The PC or the Game Console?
   5.4 Consumers and Game Consoles with Future Technology
      5.4.1 Consumer Interest in a Game Console with a Modem
         5.4.1.1 The Overall Sample
         5.4.1.2 By Age
         5.4.1.3 By Number of Children at Home
      5.4.2 Why are Consumers Less Interested in a Game Console with a Modem?
      5.4.3 Consumer Interest in a Game Console with a DVD Drive
         5.4.3.1 The Overall Sample
         5.4.3.2 By Ownership of DVD Players
         5.4.3.3 By Age
         5.4.3.4 By Number of Children at Home
      5.4.4 Why are Consumers Less Interested in a Game Console with a DVD Drive?

6.0 Computer Ownership and Use
   6.1 Computers Owned
      6.1.1 Desktop PCs
         6.1.1.1 Number Owned
         6.1.1.2 PCs: Personally Versus Employer-Owned
      6.1.2 Laptop PCs
         6.1.2.1 Number Owned
         6.1.2.2 Laptop PCs: Personally Versus Employer-Owned
         6.1.2.3 Laptop PCs in the Multiple-PC Household
      6.1.3 Breakdown of PC Households
      6.1.4 Multi-PC Households
         6.1.4.1 Combinations of Desktop and Laptop PCs in the Multi-PC Household
      6.1.5 Networks in Multi-PC Households
         6.1.5.1 Networks by Broadband Access
   6.2 Data on Acquisition and Features of PCs in High-End Entertainment Households
      6.2.1 Year of Most Recent PC Purchase/Acquisition
      6.2.2 Speed of the Fastest Modem in Use
         6.2.2.1 Penetration of Broadband Service: By Income
         6.2.2.2 Broadband Penetration: Single- Versus Multi-PC Households
      6.2.3 Features Found on PCs
   6.3 Purchase of New PCs
      6.3.1 Purchase Intentions - Next 12 Months
      6.3.2 Most Important Feature on a New PC
   6.4 Use of the PC/Internet
      6.4.1 Have Respondents With DVD Drives Used Them To Watch Movies?
      6.4.2 Top Online Activities
      6.4.3 Use of the Internet - Impacting Television Time?
      6.4.4 Video Over the Internet
         6.4.4.1 Consumer Interest
         6.4.4.2 Why are Some Consumers Less Interested?
      6.4.5 Simultaneous Web Surfing and Television Viewing
         6.4.5.1 Is it Occurring?
         6.4.5.2 How Many Hours Per Week?

7.0 The High-End Entertainment Household and Future Technologies
   7.1 Networking
      7.1.1 Networking for Video Applications
         7.1.1.1 Perceived Usefulness
      7.1.2 Networking a DVD Drive to a Television
         7.1.2.1 Perceived Interest
         7.1.2.2 How Much are Consumers Willing to Pay?
         7.1.2.3 Why Are Some Consumers Less Interested?
      7.1.3 Audio Networking - A PC to a Stereo
         7.1.3.1 Perceived Interest
         7.1.3.2 How Much are Consumers Willing to Pay?
         7.1.3.3 Why Are Some Consumers Less Interested?
   7.2 Network Wiring
      7.2.1 Consumer Awareness
         7.2.1.1 The Overall Sample
         7.2.1.2 Contrasting Awareness Among High-End
                      Entertainment Households Based on PC Ownership
         7.2.1.3 Contrasting Awareness Among Multi-PC Households,
                      Entertainment Households, and the Nation
      7.2.2 Penetration of Network Wiring
         7.2.2.1 The Overall Sample
         7.2.2.2 Comparing Penetration in Multiple-PC Households
                      and High-End Entertainment Households
      7.2.3 Number of Rooms with Phone/Cable Jacks
   7.3 Interactive Television Applications
      7.3.1 Consumers Expressing a Strong Interest in Various Interactive TV Applications
      7.3.2 Ordering Products Via Interactive TV
         7.3.2.1 Mean Interest by Age
      7.3.3 Checking Sports Statistics Via Interactive TV
         7.3.3.1 Interest by Gender
         7.3.3.2 Mean Interest by Age
      7.3.4 Receiving More Information about a Television Show
         7.3.4.1 Interest by Age
      7.3.5 Chatting With Other Enthusiasts
         7.3.5.1 Mean Interest by Age
      7.3.6 Receiving Updated Neighborhood Information
         7.3.6.1 Mean Interest by Age
      7.3.7 Receiving Updated City News and Information
         7.3.7.1 Mean Interest by Age
   7.4 PC-Based Control Applications
      7.4.1 Perceived Interest
      7.4.2 Most Desired Applications From PC-Based Control
      7.4.3 Likelihood of Purchase: PC-Based Control Applications at Various Price Points
      7.4.4 Most Desired User Interface for a PC-Based Control System
   7.5 Non-PC Internet Access Devices
      7.5.1 Comparing Interest Among All Devices
      7.5.2 A Television
         7.5.2.1 The Overall Sample
         7.5.2.2 By Age
         7.5.2.3 By Income
         7.5.2.4 By Work-at-Home Status
      7.5.3 A Corded Phone with a Screen
         7.5.3.1 The Overall Sample
         7.5.3.2 By Age
         7.5.3.3 By Income
         7.5.3.4 By Work-at-Home Status
      7.5.4 A Cordless Phone with a Screen
         7.5.4.1 The Overall Sample
         7.5.4.2 By Age
         7.5.4.3 By Income
         7.5.4.4 By Work-at-Home Status
      7.5.5 A Mobile Phone with a Screen
         7.5.5.1 The Overall Sample
         7.5.5.2 By Age
         7.5.5.3 By Income
         7.5.5.4 By Work-at-Home Status
      7.5.6 A Portable Wireless Device with a 13" Screen
         7.5.6.1 The Overall Sample
         7.5.6.2 By Age
         7.5.6.3 By Income
         7.5.6.4 By Work-at-Home Status
      7.5.7 A Kitchen Appliance with a Display Screen
         7.5.7.1 The Overall Sample
         7.5.7.2 By Age
         7.5.7.3 By Income
         7.5.7.4 By Work-at-Home Status
      7.5.8 A Special Device in a Car
         7.5.8.1 The Overall Sample
         7.5.8.2 By Age
         7.5.8.3 By Income
         7.5.8.4 By Work-at-Home Status

8.0 Appendix: High-End Entertainment Questionnaire

 

FOCUS GROUP ANALYSIS

1.0 Background

2.0 Executive Summary

3.0 Findings from the Focus Groups
    3.1 Acquisition of Entertainment Products/Systems
        3.1.1 Entertainment as a Practical Acquisition?
        3.1.2 Motivations for the Purchase - Differences Between the Multiple-PC Household Focus Groups
        3.1.3 The Shopping Experience
    3.2 Use of the Entertainment Products/Services in the Home
        3.2.1 "Cocooning" - An Emerging Trend
        3.2.2 Choice and Control as Key in Entertainment
        3.2.3 Entertainment as a Social Experience
        3.2.4 The Computer as an Entertainment Platform?
        3.2.5 Music as a Important Part of the Home Entertainment Experience
    3.3 Awareness of/Perceived Usefulness of Emerging Technologies
        3.3.1 The "Web Pad"
        3.3.2 Movies-On-Demand
        3.3.3 Personal Video Recorders
        3.3.4 Networking

4.0 Appendix A: Moderator's Guide

5.0 Appendix B: Focus Group Questionnaire

6.0 Appendix C: Questionnaire Responses

7.0 Appendix D: Focus Group Seating

 

ATTRIBUTES

All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.

Printed in the United States of America.

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