Microsoft CoPilot – generative AI as an enterprise Office 365 service for creatives

Microsoft announced an upcoming service for its Microsoft 365 service that integrates the user’s data using generative AI. Called Microsoft CoPilot, the service will first be offered to enterprises. This TUPdate measures the potential market of those most likely to adopt and benefit from the service.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Home printers declining among Americans

With each passing year since 2017, fewer Americans are using home printers. Also, the average number of home printers per person is declining. This MetaFAQs reports on the percentage of American adults regularly using a home printer and the average (mean) number of home printers they regularly use.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Highlights: Home Entertainment

Home is where the fun is, enhanced by VR headsets, game consoles, smart speakers, smartphones, tablets, and computers. Home entertainment using technology devices and services is dominated by younger adults and parents, although not entirely so.
This TUP Highlights report includes the following sections: the profile of home entertainment users, home entertainment devices, and home entertainment trends.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Highlights: Game Consoles, Gaming PCs, and Game-Playing

Playing games is a widespread pastime about much more than game consoles. Although game console users are numerous and active, many adults play immersive and other games using their smartphones, computers, and tablets. VR headsets are also starting to make a dent in the market, beginning with the most active gamers who aren’t necessarily the youngest adults.
This TUP Highlights report includes the following sections: the profile of gaming wearables users, top platforms for game-playing, the profile of game-players, the profile of gaming PC users, the profile of game console users, and the profile of smartphone game-players.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Tablets – Highlights

Tablets continue to seek a solid home, major use cases, and most vital segments. Currently, the largest groups of users are passive, older, or entrenched in the Apple or Google ecosystem. While Apple continues to lead and increase its share, other makers like Samsung are seeing withering penetration. Incidental and passive activities from web browsing, shopping, movie-watching, and checking email haven’t been unique enough on tablets to entice users away from their smartphones or computers.
This TUP Highlights report includes the following sections: the profile of tablet users, trends in tablets, top tablet brands, top tablet activities, unique tablet activities, and trends in technology ecosystems.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Highlights: Wearables, Hearables, Listening & Speaking

Entertainment, communication, and smart homes have all evolved beyond requiring typing on a keyboard or sitting near PC speakers. Wearable and hearables have extended a broad range of audible activities further towards a more personal convenience. However, active usage of any wearables or hearables has varied considerably across market segments. While Bluetooth headphones are widespread, VR headsets persist as niche products among a younger, more affluent, and tech-savvy segment. Smart speakers, in contrast, are showing signs of having peaked after rising in use among a middle market.
This TUP Highlights report includes the following sections: wearables penetration, hearables penetration, wearable devices used, trends in wearables and hearables, purchase plans for wearables, listening activities, penetration of voice assistant usage, the profile of voice assistant users, the profile of hearables users, and the profile of wearables users.

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.