Gaming has declined in popularity in 2017, mainly among Flemings in their twenties and those aged 65+. Last year, the mobile phone overtook the computer as the most common gaming device. This year, however, the divide has narrowed. The use of fixed game consoles connected to TV sets has increased slightly, while portable game consoles remain a niche product. Nintendo Switch, the first hybrid console (portable and fixed), has conquered the hearts of 1,1% of Flemings six months after its launch.
Biggest conclusion of Digimeter 2018 is that consumers are building a more grown up relationship with their digital partner. It takes two to tango; the consumer expects of you, companies who offer digital solutions, that they are involved as a full-fledged partner in your new digital innovations.
The success of an evolution to an AI and data driven economy are largely dependent on the consumer’s trust in the technology and the companies behind that technology. Digimeter shows that only 10% has no confidence in technology en two thirds of consumers see clear advantages.
More then ever transparency in data use and business models will be a differentiating factor in the digital playing field. We will stay on top of attitudes to AI and data driven products and services, on the one hand through Digimeter and on the other hand through organising user testing in real contexts for next generation digital solutions. This way consumers and companies can explore the advantages of digital technology together.
Is your company working on digital innovation? Do you have an idea, a first prototype or an almost finished product, but are you missing real life feedback of potential end users? Contact Eva Steenberghs.
Eva Steenberghs