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The target audience for SUBPAC is multi-faceted, encompassing several key segments. Firstly, it includes audio professionals such as music producers, sound engineers, and DJs who require accurate and physically felt bass monitoring, especially in environments where loud speakers are not feasible or desirable. Secondly, competitive and casual gamers form a significant audience, seeking enhanced immersion and tactile feedback that can improve their gaming experience and situational awareness. Thirdly, VR/AR enthusiasts and developers are a strong target, as SUBPAC devices complement immersive visual experiences by adding a crucial haptic dimension. Beyond these, a broader consumer market interested in high-fidelity audio and home entertainment, particularly for movies and music where deep bass is critical, also falls within the target. The brand emphasizes the benefits for personal well-being, such as reducing ear fatigue, suggesting an appeal to health-conscious users who engage with audio for extended periods. The consistent focus on 'immersion' and 'feeling' sound suggests a target audience that prioritizes a multi-sensory experience over purely auditory input.
Age: 32
Gender: Male
Occupation: Music Producer
Education: Master's Degree, Music Production
Age: 28
Gender: Female
Occupation: Audio Engineer
Education: Bachelor's Degree, Sound Engineering
Age: 38
Gender: Male
Occupation: Sound Designer (VR/Gaming)
Education: Professional Degree, Interactive Audio
Primary markets are North America and Europe, with growing interest in Asia. US and Canada lead user base.
United States
Canada
United Kingdom
Germany
Japan
Primary age group concentration shows strong presence in:
31-35
Most active age range
Users primarily come from 2-4 person households with medium to high income, indicating disposable income for specialized tech.
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