Brief profile of Americans regularly playing games using connected devices

Dan Ness, Principal Analyst, MetaFacts, March 30, 2023

Summary

Fun is a major pastime for most, but not all, American adults using connected devices. Whether they use a game console, gaming PC, regular computer, tablet, or mobile phone, most Americans regularly play immersive or other games.

This TUPdate briefly profiles Americans who regularly play immersive/video or other games, detailing their age, gender, employment status, presence of children, life stage, and use of game-specific devices such as a VR headset.

Americans that play games skew young

  • Playing games using a connected device is a regular activity by two-thirds or more of Americans under the age of 45
    • Connected devices include computers, mobile phones, tablets, and game consoles
  • Beyond age 55, playing games is done by less than half of these older adults
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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

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

Dan Ness, Principal Analyst, MetaFacts, March 17, 2023

Summary

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.

The Microsoft CoPilot announcement

This week, Microsoft gave one of the most down-to-earth non-announcements among the many major companies exuberantly touting generative AI in some form. The announcement of Microsoft 365 CoPilot demonstrated how artificial intelligence capabilities might be deeply integrated into everyday Office 365 applications, especially those involving some creativity.

Microsoft has many challenges ahead to fulfill what was shown in the demo, including whether consumers, employees, or enterprises will be willing to share their words to be analyzed deeply. Also important will be whether the service adds enough value to counter the risk of getting the results wrong. After all, none of the generative AI tools to date have delivered on the promise of discernment.

Size of the market for creative activities

What we can do today is begin at the beginning – consider the size of the potential market. How many people are regularly doing any creative activities such as those illustrated in the demo? By starting with that assumption, the market size will be conservative. It’s more likely that people who need to get certain jobs done will look for the tool to assist them with what they are already doing. It’s less likely that a new tool will inspire many people to begin giving presentations or crafting videos. Just as buying a shiny new hammer doesn’t turn someone into a capable carpenter, nor does spicing up a spreadsheet make someone into a data analyst or executive decision-maker.

There are fewer potential users than Microsoft may hope, since just under half (46%) of all online American adults regularly do any of several major creative activities:

  • Use professional creative software
  • Create graphics/presentations
  • Create videos

An even smaller share of online Americans regularly uses their connected devices for work-related creative activities. As of TUP/Technology User Profile 2022, 28% of online American adults actively use any of their devices for any of the creative activities identified.

Regular creative activities among online Americans
TUP/Technology User Profile 2022-US
Table: CREATACTS
Universe-Online Adults
UNIV_AD: Universe-Online Adults (000) 
Universe-Online Adults (000)223,254
Sample size7,508
  
UDV_ANYDEV_ACTS_CREATIVE_SET: Creative activities (SET)Universe-Online Adults
Creative-oriented – personal or work activities (NET)46%
Creative-oriented – personal activities (NET)39%
Creative-oriented – work activities (NET)28%
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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.

How employees working from home are balancing their activities

Dan Ness, Principal Analyst, MetaFacts, September 14, 2022

Summary

Employees working from home have unique challenges in getting work done while often using personal and employer-provided devices. While seeking to balance their work and personal lives, they are also finding new ways to use their devices. A substantial share regularly does TikTok-type work – creating videos for work and personal purposes.

This MetaFAQs reports on the top 10 activities employees that work from home do with their connected devices: smartphones, computers, and tablets. It also identifies which activities are done more often than the average online adult.

Most employees rely on smartphones, stay productive with computers

  • Around the world, most employees working from home use their connected devices to stay in touch, shop, have fun, and get work done
  • They use their various and multiple devices differently
  • Most use computers for their work-related activities
  • Most employees use smartphones for photo-related social activities, personal phone calls, and shopping
  • Computers are used for work email, collaboration, and writing
  • Tablets, when used, are used for passive activities such as watching videos or movies 
Continue reading “How employees working from home are balancing their activities”
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used in a generative AI system without express written permission and licensing. To share or quote excerpts, please contact MetaFacts.