Over half of Flanders games monthly – mainly on mobile phones
In 2016, more than half of the population of Flanders plays video games on a monthly basis, with the mobile phone emerging as the most popular gaming device for the first time. Desktop computers were used less frequently for gaming, as were game consoles connected to TVs. Portable game consoles continue to have a niche audience, particularly among young Flemings.
Prof. Dr. Lieven De Marez
Head of imec - Ghent University - MICT
Digital Transformation? It takes two to tango
Biggest conclusion of Digimeter 2018 is that consumers are building a more grown up relationship with their digital partner. It takes two to tango; the consumer expects of you, companies who offer digital solutions, that they are involved as a full-fledged partner in your new digital innovations.
The success of an evolution to an AI and data driven economy are largely dependent on the consumer’s trust in the technology and the companies behind that technology. Digimeter shows that only 10% has no confidence in technology en two thirds of consumers see clear advantages.
More then ever transparency in data use and business models will be a differentiating factor in the digital playing field. We will stay on top of attitudes to AI and data driven products and services, on the one hand through Digimeter and on the other hand through organising user testing in real contexts for next generation digital solutions. This way consumers and companies can explore the advantages of digital technology together.
Is your company working on digital innovation? Do you have an idea, a first prototype or an almost finished product, but are you missing real life feedback of potential end users? Contact Olivier Rits.