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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 21
  1. Wearable Technology - US - December 2016

    • Consumer Report
    • December 2016
    • US

    "Sales continue to grow for wearable tech. However, sales for specific brands have already seen some reversals of fortune, including wearable cameras from GoPro and Apple smartwatches. Against this backdrop, Mintel explores the market for fitness-related tech using qualitative ...

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  2. Tablets and Hybrid Products - US - November 2016

    • Consumer Report
    • November 2016
    • US

    "The once high-flying tablet market has taken a tumble. Sales growth, which stood at 52% in 2012, fell to less than 10% in 2013 and 2014, and then the market contracted in 2015 and 2016. This Report provides guidance for marketers facing significant headwinds as consumers shift ...

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  3. The Food and Drink Shopper: Spotlight on Technology - US - November 2016

    • Consumer Report
    • November 2016
    • US

    "The competition for share of food/drink sales rages on. Consumer interest in low prices, convenience, and fresh options is fueling a shift in how they shop for food and drink, including a move away from traditional grocery retailers. Non-store retailers, including online ...

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  4. Mobile Apps - US - October 2016

    • Consumer Report
    • October 2016
    • US

    "Mobile app use is ever-present, with most consumers using apps daily or often several times day. Apps allow brands from all industries to provide consumers with tools to make their lives more convenient or simply as a way to stay informed and entertained. Advertisers have a ...

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  5. Online and Mobile Shopping - US - September 2016

    • Consumer Report
    • September 2016
    • US

    "Online sales doubled from 2011-16, with steady growth of 14-16% annually. Enabling this growth through 2015 were rising numbers of households with access to broadband, as well as rapidly rising ownership of smartphones and tablets. Since the gains from these key drivers has ...

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  6. Gaming Consoles - US - September 2016

    • Consumer Report
    • September 2016
    • US

    "The console hardware market has not seen growth in total unit sales for several years. However, this represents an evolution of the market – one that places great emphasis on software and services sales. Brands are increasingly challenged to raise the long-term value of their ...

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  7. Digital Trends Fall - US - September 2016

    • Consumer Report
    • September 2016
    • US

    "The line between hardware markets and software markets continues to blur as companies from both sides partner up to change the experience of interacting with physical devices. Brands must also be ready for the upcoming flood of data-generating devices as consumer adoption of ...

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  8. Retailer Loyalty Programs - US - July 2016

    • Consumer Report
    • July 2016
    • US

    "Consumers have more loyalty accounts than ever before, which means they’re also starting to feel pressure from an overabundance of choice. Retailers are therefore challenged to streamline the shopping and loyalty experience without completely disrupting the core experiences ...

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  9. Advertising: Mobile, TV and Internet - US - July 2016

    • Consumer Report
    • July 2016
    • US

    "The advertising landscape is more complex than ever as consumers now relate to ads across television, online, and mobile platforms. Consumers can be influenced by marketing messages, but only if the message is received over the most strategic platform."

    - Billy Hulkower, Senior ...

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  10. Attitudes Toward Gaming - US - June 2016

    • Consumer Report
    • June 2016
    • US

    The video game market is benefitting from a growing audience, but this also means that consumers are placing new pressures and demands on the video game industry. While many gamers don’t have the time to play as much as they would like, they still like to be competitive and are ...

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No. of reports 1 of 21