i3 - May/June 2020 - 44

Business
STATS A N D FACTS

CTA's COVID-19
Impact Study: Use of
Technology at Home
What are millions of families
sheltered at home doing for
entertainment during the coronavirus outbreak? They're
watching more video content,
both live broadcasts and streaming video services like Netflix
and Disney+. Households are
also adding various types of
streaming services to their
entertainment stack.
Online delivery services are
also proving to be a valuable
social distancing tool for many
U.S. households as they stock
up on everyday essentials.
With many
physical gyms
and other fitness facilities
also having to
close their
doors or limit
patrons, some
are choosing
online workout
options. 

HOW
HOUSEHOLD
USAGE HAS
CHANGED
% USING MORE OFTEN

% USING LESS OFTEN

Entertainment Tech
Net gain = +43

Online Delivery Services
49%

6%

% ABOUT THE SAME

Net gain = +20

40%

39%
Ordering household items
(e.g., Amazon, Walmart)

Watching live TV

+24

31%

7%

10%

33%
Using grocery delivery services
(e.g., Instacart, Peapod)

21%

+7

+42

A quarter of
U.S.
households
are using a
new streaming
video service

48%

6%

31%

8%

47%
Listening to online streaming music
(e.g., Spotify, Apple Music)

+13

7%

20%

45%
Watching gaming livestreams
(e.g., Twitch, YouTube Gaming)

17%

8%
+3 5%

37%
Using meal-kit delivery services
(e.g., Blue Apron, HelloFresh)

35%
Watching online streaming video
(e.g., Netflix, YouTube, Disney+)

+23

10%

36%
Ordering take-out from restaurants
(e.g., GrubHub, Uber Eats)

52%

Listening to podcasts/radio

¼

11%
7%

+4

45%
Playing online video games

+11

27%

7%

Use of Contactless Delivery
% RESPONDENTS
18%

42%

5%

35%

Yes, have used contactless delivery
No, have not used
No, but considering using
Don't know/Not sure

26%

Streaming
video services
(e.g., Netflix,
Hulu, Disney+)

17%
Online

streaming music
(e.g., Spotify,
Apple Music)

14%

Streaming live
TV services
(e.g., Sling TV,
YouTube TV)

13%

Online multiplayer
gaming services
(e.g., Xbox Live,
PlayStation Plus)

11%
Gaming

livestream services
(e.g., Twitch,
YouTube Gaming)

7%

Gaming
services
(e.g., Apple
Arcade, GameClub)

1%
Other

SOURCE: CTA MARKET RESEARCH

44

MAY/JUNE 2020

i3_0520_Business_StatsAndFacts.indd 44

ElenaB/Getty Images

ADOPTION OF NEW ONLINE ENTERTAINMENT SERVICES % RESPONDENTS

I T I S I N N O VAT I O N

5/7/20 2:59 PM



i3 - May/June 2020

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