Wireless Bluetooth headsets by country [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, December 1, 2020

Wireless Bluetooth headsets have become a handy accessory for roughly one in four online adults in the US, Germany, UK, and Japan. In-ear designs are being used more often than over-the-year types. This research is based on surveys with 12,516 online adults in the US, Germany, UK, and Japan as part of the MetaFacts TUP/Technology User Profile service.

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Mobile phone game playing by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 29, 2020

Is playing immersive or other games on a smartphone or feature phone more likely in a smaller or larger household? How widespread is mobile phone game-playing in the US, Germany, UK, and Japan by household size?

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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.

Tablet game playing by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 24, 2020

Are tablets being used to play games? Is the share higher or lower among households with more persons? This MetaFAQs reports on the percent of online adults regularly playing a game using a tablet by household size and country.

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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.

Smartphone activities by watch OS [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, November 19, 2020

The smartphone-smartwatch Connection

Smartwatches offer the promise to extend the user’s experiences. Most are tightly coupled with a smartphone and its ecosystem. We looked into whether smartwatch users’ behaviors are any different, whether they have an iPhone or Android smartphone. Drilling into the MetaFacts TUP/Technology User Profile 2020 results showed there is a gap between OS and between countries.

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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 prevalent are listening activities? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 8, 2020

How prevalent or ubiquitous are listening activities? Are all smartphones, PCs, and tablets being used for some type of listening activity – music, TV, movies, phone calls, or video calls?

This MetaFAQ reports on the percent of online adults who regularly do some type of listening activity, by device type, and by country.

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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.

Active tablet use by country and year [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, October 31, 2020

The market penetration of actively-used tablets has shifted, following a similar pattern in more than one country. This MetaFAQs reports on the percentage of online adults actively using a tablet in the US, Germany, and UK from 2016 through 2020.

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Top tablet activities by country [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, October 17, 2020

How are users using tablets? What are the main activities used on their tablets? Does this vary by country? This MetaFAQs reports on the top 12 activities regularly used on the primary tablet of online adults in the US, the UK, and Germany.

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Game-playing trends – convenience gamers, dedicated gamers, and device-gamers [Highlights]

Overview

Playing games is a regular activity for most adults whether using game consoles or gaming PCs, or any of their connected devices – mobile phones, tablets, or PCs.

Convenience Gamers – those using only a connected device to play games – have near-equal market penetration to Dedicated Gamers – users of game consoles or gaming PCs.

Device-Gamers – who use any of their connected devices – is a larger segment than either Dedicated Gamers or Convenience Gamers.

This TUPdate looks at the major trends of game-playing in the US and other countries, focusing on Convenience Gamers – the next tier of game-players beyond Dedicated Gamers. Also, it examines which types of devices are used the most or least for playing games. Further, it investigates whether younger adults play more or less than older ones, and differences in digital media use and subscriptions.

About TUPdates

The analysis in this TUPdate is based on results drawn from the 2019 wave of TUP (Technology User Profile), which is TUP’s 37th continuous wave. Results from previous waves are also included where indicated. This survey-based study details the use of technology products by a carefully-selected and weighted set of respondents drawn to represent online adults.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions – or TUPdates – analysis of current topics in the technology industry. To learn about subscribing to the TUP/Technology User Profile service, contact MetaFacts.

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.