This project is to provide an understanding of electronic devices use for entertainment purpose with the sample of 344, focusing on people who live in Ho Chi Minh & Hanoi, both male & female from 18-55 years old
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Voice pick - Report Electronics Device for Entertainment Landscape
1. 1
REPORT
E l e c t r o n i c d e v i c e s f o r
E n t e r t a i n m e n t L a n d s c a p e
2. 22
> M A K E Y O U R B U S I N E S S
S U C C E S S W I T H R I G H T I N S I G H T S
Voice Pick insights is our insights library, where
we conduct our internal research project for multi-
ple different purposes.
Part of the research findings will be public to help
companies understand the product categories,
consumer behavior, market news, etc.
This project is to provide an understanding of elec-
tronic devices use for entertainment purpose with
the sample of 344, focusing on people who live in
Ho Chi Minh & Hanoi, both male & female from 18-
55 years old
> E N T E R T A I N M E N T
M A R K E T T R E N D S
Apple & Google make a dramatic shift in their
digital entertainment strategy: in 2020, Apple (Ar-
cade), Google (Stadia) rolled out their cloud gaming
service to focus more on mobile gaming, making
the gaming market more dynamic
Content quality become more important:
Entertainment companies such as VC Corp, FPT,
VTC, etc. focus their effort into the entertainment
market by rolling out not only high-quality content
video, TV shows, channel, but also gaming and mu-
sic
Online video platform such as Youtube, etc. now
have their content creator competing for more
views with new, disruptive & quality content
TV is no longer a traditional channel, but come
with much new entertainment usage:
Local paid TV service provider such as VTV Cab,
SCTV, K+, etc. price have become affordable for
everyone
International paid TV service (Netflix, iFlix, Apple
TV, etc.) give the user more access to entertain-
ment content
“TV box” could transform any traditional TV into
a smart TV for entertainment usage; at the same
time, the price of smart TV has also become more
affordable
3. 3
MARKET PENETRATION
Market penetration refers to the successful selling of a
productorserviceinaspecific market.Itismeasuredbythe
amountofsalesvolumeofanexistinggoodsorservicecom-
pared to the total target market for that product or service
4. 44
ELECTRONIC DEVICE USAGE FOR ENTERTAINMENT
PRODUCT USAGE RATE
Sample size: 344 | Location: HCM & HN | Male & Female | 18-55 Years old
Product usage rate indicates market penetration of each product category
Smartphone & laptop are the most popular devicess used for en-
tertainment, significantly higher than other device such as TV, PC,
Tablet, etc.
Meanwhile, camera is the least popular device used for entertain-
ment
7%
11%
11%
13%
18%
18%
24%
31%
38%
54%
82%
Camera
Sound system speaker
Handheld console
gaming
Console gaming
Karaokesystem
MP3player
Tablet
PC
TV
Laptop
Smartphone
5. 5
ELECTRONIC DEVICE USAGE FOR ENTERTAINMENT
PRODUCT USAGE RATE
Product usage rate broken down by location (2 big cities Ha Noi & Ho Chi Minh)
Smartphone & laptop are the most popular devicest used for en-
tertainment in big citites
Sample size: 344 | Location: HCM & HN | Male & Female | 18-55 Years old
Broken down by location: Ho Chi Minh & Ha Noi ( 2 big cities )
11%
10%
11%
10%
13%
22%
18%
28%
33%
50%
77%
HANOI
3%
12%
11%
16%
22%
16%
29%
33%
43%
58%
87%
HO CHI MINH
Smartphone
Laptop
TV
PC
Tablet
MP3 player
Karaoke system
Console gaming
Handheld console gaming
Sound system speaker
Camera
Tablet has higher usage rate in Ho Chi Minh than in Ha Noi
6. 66
CONSUMER BEHAVIOR
Consumer behaviour is how individual customers,
groups or organizations select, buy, use, and dispose ide-
as, goods, and services to satisfy their needs and wants
7. 7
USAGE DURATION
USAGE DURATION
Usage Duration is the length of time that individual customers spend on a product / service
Sample size: 344 | Location: HCM & HN | Male & Female | 18-55 Years old
Broken down by device
Smartphone is the only device
that has various usage time from
very little (6-15 hours per week)
to very regular (>36 hours per
week)
Laptop, TV, PC, Tablet & MP3
player are used regularly less than
15 hours a week.
While the less popular product is
used at lower duration (<5 hours a
week) are karaoke system, gam-
ing console, handheld console
gaming, sound system/ speaker &
camera.
8. 88
SPENDING AMOUNT
SPENDING AMOUNT
Spending amount is the amount of money that individual customers spend on a product
Sample size: 344 | Location: HCM & HN | Male & Female | 18-55 Years old
Broken down by device
Smartphone, console gaming,
handheld console gaming &
camera have the lowest spending
amount (<10.000.000 VND)
MP3 is the lowest (<5.000.000
VND)
Laptop, TV, sound system/ speak-
er, karaoke system & even PC,
Tablet have various range of
spending amount from very low
(<5.000.000 VND) to very high
(>20.000.000 VND)
9. 9
THANK YOUE m a i l : i n f o @ v o i c e p i c k . v n
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ABOUT US
Voice Pick is Automated Market Research Plat-
form based in
Vietnam
We put the customer at the core of your busi-
ness. We automate the whole research project
execution, so companies could focus on their
business questions. Companies only need to
select the data they need as pages of
information and chart; other tasks such as ques-
tionnaire, data
analysis, etc.. are automatically handled by us
To find out how we do that, please contact us via
email
info@voicepick.vn