Generative AI May Improve Knowledge Workers’ Productivity

ChatGPT “occupational exposure” is a new area of study for jobs vulnerable to replacement by AI chatbots with strong language skills. A Princeton University survey suggests telemarketers, history teachers and sociologists are among those at risk, while physical laborers needn’t worry right now. A second study, by MIT graduate students, says language-dependent jobs are not destined for replacement, but are in for an AI assist. Asked to complete office tasks like writing press releases, emails and short reports, those using ChatGPT were 37 percent faster, and produced superior results. Continue reading Generative AI May Improve Knowledge Workers’ Productivity

TiVo Study: Consumers Average About 10 Streaming Services

TiVo has released research indicating the average number of video services used by consumers is 9.86, up from 8.8 a year ago and approaching double-digits for the first time in history. The gain is largely due to increased adoption of free ad-supported streaming TV (FAST) services, also known as ad-supported video on demand (AVOD), which account for 32 percent of the overall share of video services used by consumers in 2022, up from 26 percent as of Q4 2021. According to the TiVo Video Trends Report, the average consumer is now using three ad-based video-on-demand services. Continue reading TiVo Study: Consumers Average About 10 Streaming Services

Number of Pay-TV Package Subscribers Drops to 66 Percent

The number of households in the U.S. that are subscribing to some sort of multichannel pay-TV package has declined to 66 percent in 2022, from 88 percent in 2012, according to a new study from the Leichtman Research Group. The study defines pay TV as multichannel service delivered via cable, satellite, telco TV or ISP. “Two-thirds of U.S. TV households now get a live pay-TV service, a significant decrease from 79 percent five years ago,” LRG president and principal analyst Bruce Leichtman said, calling the decline “not solely a function of those disconnecting services, but is also related to a slowdown in those entering or reentering the category.” Continue reading Number of Pay-TV Package Subscribers Drops to 66 Percent

Consumer Study Finds Bundling Is Key to Streaming Success

Winners in the current streaming wars will be companies that diversify beyond a single programming vertical, checking boxes that include movies, series, news, sports and video games, according to a new survey, “What Will They Pay For? The Mind of The Modern Subscriber,” from Consumer Insights, the research division of Publisher’s Clearing House. According to the report, the answer is movies and scripted TV (39 percent), trailed by sports (12 percent), followed closely by music and podcasts (11 percent). At 10 percent, “other” is a category to keep an eye on, the study’s authors advise. Continue reading Consumer Study Finds Bundling Is Key to Streaming Success

Pew: YouTube Most Popular with Teens, Followed by TikTok

YouTube is the most popular social media platform among teens, with 95 percent of 13- to 17-year-olds saying they use the service, according to the Pew Research study “Teens, Social Media and Technology 2022.” TikTok is currently ranked second, with a 67 percent teen buy-in, according to the study, followed by Instagram (62 percent) and Snapchat (59 percent). While neither YouTube nor TikTok were on the Pew ranking when the previous survey was released in 2015, Facebook fell precipitously — from first to fifth place — with 32 percent of teens onboard in 2022, versus 71 percent seven years ago. Continue reading Pew: YouTube Most Popular with Teens, Followed by TikTok

Streaming Ads That Play While TVs Are Off a Costly Problem

Some streaming platforms are continuing to stream TV commercials even after viewers turn off their sets, costing brands an estimated $1 billion per year in wasted fees, according to new research. The news comes as streaming gains in popularity and premium services like HBO Max, Disney+ and Netflix dabble in ad-supported streaming tiers. A study by iSpot.tv and GroupM indicates roughly 17 percent of television ads playing through connected streaming devices are playing on a dark TV set, which is possible because when regular TVs are turned off that action isn’t always conveyed through HDMI ports. Continue reading Streaming Ads That Play While TVs Are Off a Costly Problem

Pew Research Study Finds Social Media Use Remains Stable

A new report from the Pew Research Center found that 72 percent of U.S. adults use social media, a number that has been stable over the past five years. The survey drilled down into use of a variety of individual sites and apps, finding that YouTube and Facebook still are dominant, with 81 percent and 69 percent respectively of those surveyed reporting using those sites. YouTube and Reddit were the only platforms that saw “statistically significant” growth since 2019. Forty percent said they ever use Instagram. Continue reading Pew Research Study Finds Social Media Use Remains Stable

RIAA Study Shows Growing Dominance of Streaming Services

The Recording Industry Association of America (RIAA) just released a study that revealed the degree to which streaming has the upper hand in music revenue. It now accounts for 79 percent of the industry, having grown 13 percent in 2019 from $9.8 billion to $11.1 billion in retail value. Another promising sign was that revenue from paid subscription services grew 25 percent year-over-year, to $6.8 billion. Such subscription services now account for 61 percent of all U.S. revenue for recorded music. Continue reading RIAA Study Shows Growing Dominance of Streaming Services

MxR Lab: Travel Back in Time 25,000 Years For AR User Study

Have you ever been curious about what Los Angeles looked like during the Ice Age, or how animals got stuck in the tar at the #TarPits? Be the first to try Tar AR at Pit 91, a special augmented reality experience running March 2-15. Participation is free for those who RSVP. Participants will receive free #TarPits Museum admission, 10 percent off at the Museum Store during the day of participation, and limited edition Ice Age Animal stickers. Plus, you’ll be helping #TarPits and the University of Southern California in important scientific research about AR. Continue reading MxR Lab: Travel Back in Time 25,000 Years For AR User Study

Study Suggests Early Interest in Disney Streaming Service

According to a new study by UBS, more U.S. consumers plan to subscribe to the Disney+ streaming service than the company earlier projected. The study found that 43 percent of respondents plan to subscribe to the service, which is rolling out November 12. Of the 43 percent, UBS learned that 57 percent plan to cancel at least one other subscription service after they sign up for the new Disney offering (37 percent said they would likely cut pay TV; only 19 percent referenced dropping networks such as HBO or Showtime). Meanwhile, Disney revealed that consumers who sign up for the D23 Official Disney Fan Club and are willing to commit to a three-year Disney+ subscription, will be offered a significant discount. Continue reading Study Suggests Early Interest in Disney Streaming Service

Study: Google Earned $4.7 Billion From U.S. News in 2018

According to a study by the News Media Alliance, Google earned $4.7 billion last year from the work of news publishers via the company’s search and Google News services (and the estimate is considered conservative since it does not include the value of personal data that Google collects on readers when they click on an article). The estimate is close to the $5.1 billion from digital advertising the entire U.S. news industry generated in 2018. The News Media Alliance is a trade association that represents more than 2,000 newspapers in North America. Its president and CEO David Chavern says journalists deserve a share of the $4.7 billion. Continue reading Study: Google Earned $4.7 Billion From U.S. News in 2018

Adobe Study: Most Companies Are Investing in Voice Tech

According to a study released by Adobe this week, nine out of 10 companies are currently investing in voice technologies, including things like voice-based commerce. Of the 401 companies surveyed, just over one-fifth have already released a voice app, while 44 percent plan to release one this year. A total of 88 percent are building apps for both Amazon and Google smart speakers and other voice-enabled devices, while only 39 percent are building for Apple’s iOS ecosystem; even fewer are building for Microsoft’s Cortana or Samsung’s Bixby.

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Study: High-End VR Activity Increased Significantly in 2018

According to a new report from research firm IDC, consumer interest has waned recently for smartphone-dependent VR devices, while tethered and standalone models are growing more popular. IDC surveyed 1,643 VR users across France, Germany, Japan, the United Kingdom and the United States and learned that the number of “high-performance” VR headsets increased 60 percent from 2017 to 3.9 million devices in 2018. The study identified different categories of users, based on their amount of time spent with VR devices, including a “hardcore” group (12 percent) that spent 16 or more hours monthly with VR. Continue reading Study: High-End VR Activity Increased Significantly in 2018

New Silicon Valley Stock Exchange Is Approved by the SEC

U.S. regulators have approved a new stock exchange originally introduced to the Securities and Exchange Commission last year by tech entrepreneur Eric Ries, who raised $19 million from VCs for his project. The new Long-Term Stock Exchange (LTSE) will provide tech firms with options to traditional New York exchanges. The “Silicon Valley-based national securities exchange” is “promoting what it says is a unique approach to governance and voting rights, while reducing short-term pressures on public companies,” reports Reuters. Continue reading New Silicon Valley Stock Exchange Is Approved by the SEC

Growing Number of U.S. Adults Now Playing Video Games

According to “2019 Essential Facts About the Computer and Video Game Industry,” a new annual report from gaming industry trade group Entertainment Software Association, about 65 percent of adults now play video games in the United States. That adds up to more than 164 million people, and each year, the total grows. The report also indicates that three-fourths of U.S. adults have at least one gaming player at home, while 93 percent of those households own a smartphone on which half of them play video games.

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