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technology / telecoms industry Market Research

Mintel's technology and telecoms market research reports keep you plugged in to one of the world's fastest-growing industries. From smartphones to smart homes, the wearable to the shareable, our research and analysis gives you detailed data on every market segment and unrivalled insights into the consumer technology habits of today and tomorrow. Get ready to power up.

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No. of reports 1 of 51
  1. Women and Gaming: Incl Impact of COVID-19 - US - July 2020

    • Consumer Report
    • July 2020
    • US

    “The stereotype of gaming as something ‘just for men’ continues to linger, but is fading as more women have joined the gaming community. With two thirds of women playing video games, gaming and non-gaming brands alike need to consider how they can reach their target female ...

    US $4,395.00 (Excl.Tax)
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  2. Teen and Tween Gamers: Incl Impact of COVID-19 - US - June 2020

    • Consumer Report
    • June 2020
    • US

    "With nearly every teen and tween playing video games on some device, gaming is not only an activity for kids; it's culture. COVID-19 kept many kids inside, giving them more time to dive into their digital worlds. As gaming continues to grow and become ingrained in mainstream ...

    US $4,395.00 (Excl.Tax)
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  3. Evolving eCommerce: Furniture Retailing: Incl Impact of COVID-19 - US - May 2020

    • Consumer Report
    • May 2020
    • US

    “The online furniture market will continue to see positive sales, albeit at a slower pace than expected due to COVID-19. Sales of home office furniture will spike as many consumers shift to working from home. As unemployment rises and the housing market slows down, many larger ...

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  4. Traditional Toys and Games: Incl Impact of COVID-19 - US - May 2020

    • Consumer Report
    • May 2020
    • US

    “The toys and games industry saw unexpected growth at the beginning of 2020 due to the COVID-19 pandemic. Consumers of all ages are looking for new and entertaining ways to spend their abundant at-home leisure time, and they are turning to toys and games to fill this need. ...

    US $4,395.00 (Excl.Tax)
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  5. Hispanics and Media Consumption: Incl Impact of COVID-19 - US - May 2020

    • Consumer Report
    • May 2020
    • US

    “Media consumption is one of the top activities Hispanics do in their leisure time. Shelter-at-home and social distancing orders due to COVID-19 have made it an even more integral part of Hispanics’ daily lives. As services aim to promote trial, with hopes of consumers signing ...

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  6. Black Consumers and Media Consumption: Incl Impact of COVID-19 - US - May 2020

    • Consumer Report
    • May 2020
    • US

    “As the Black population is disproportionately impacted by the coronavirus pandemic, Black consumers turn to culturally relevant, trusted media sources for information as well as those that offer an escape from the chaos.”
    – Toya Mitchell, Senior Multicultural Analyst

    This report ...

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  7. Gaming Influencers: Why People Watch Gamers- US - April 2020

    • Consumer Report
    • April 2020
    • US

    "Nearly half of adults watch gaming content on some platform. Social networks such as YouTube and Facebook have built-in audiences that are getting introduced to gaming content, but platforms dedicated to gaming content such as Twitch and Mixer attract more hardcore gamers. ...

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  8. PC Gaming: Desktops and Laptops - US - January 2020

    • Consumer Report
    • January 2020
    • US

    "From older casual gamers playing simple card games on their home computers to younger gamers investing in dedicated gaming hardware, the PC gaming audience encompasses a vast array of interests. A lack of brand loyalty, coupled with a desire to optimize the gaming experience, ...

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  9. Gaming Trends: 2020 - US - December, 2019

    • Consumer Report
    • December 2019
    • US

    "Global gaming revenue estimated to reach $152.1 billion by the end of 2019, representing 66% growth from 2015. While only representing a fraction of the market, the US gaming market is growing in tandem with global expectations. In 2019, the US even gained some share on the ...

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  10. Family Entertainment - US - August 2019

    • Consumer Report
    • August 2019
    • US

    "Parents look to balance screen time with outside play to keep themselves sane and their kids entertained. They are looking to share familiar experiences with their kids in new and interesting ways as the entertainment market gets increasingly more diverse. Entertainment ...

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No. of reports 1 of 51