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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Dan Ness, Principal Analyst, MetaFacts, December 15, 2020
How many gamers are there? Is the market size big or small? Are the people that play games online or with their connected devices a small group of busy, fun-loving people, or is game-playing more widespread? This MetaFAQs answers the baseline question about how many millions of adults in the US, Germany, UK, and Japan use a game console, gaming desktop, gaming notebook, or even smartphones, PCs, tablets, or game consoles to play immersive games or other games. The results are based on TUP/Technology User Profile 2020.
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Dan Ness, Principal Analyst, MetaFacts, December 6, 2020
Is playing immersive or other games on a PC more likely in a smaller or larger household? How widespread is PC game-playing in the US, Germany, UK, and Japan by household size?
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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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Dan Ness, Principal Analyst, MetaFacts, November 27, 2020
Which brand of game consoles are used by the most online adults in each country? This MetaFAQs answers that question, reporting on the market penetration of Sony, Nintendo, and Microsoft game consoles.
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Dan Ness, Principal Analyst, MetaFacts, November 26, 2020
Are smartphones the primary device being used for all types of activities? Or, are PCs preferred for some? This MetaFAQs reports on the primary device type – PC or smartphones – by activity type and country.
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Home PCs are very much alive and being well-used. Home PC usage rates are stable, both in overall penetration and in the number being used.
Nearly all online American adults regularly use a home PC, yet they see them differently. Younger Americans see them as adding to their entertainment, while for older adults it helps them get things done, communicate, and shop. Home PCs have evolved from being a primary focus of American technology life to being one of many devices. Usage patterns and form factor choices vary; by user age, household composition, choice of OS ecosystems, and other factors.
This MetaFacts Highlights Report looks at the major trends in home PC usage in the US and examines how users have changed in both their levels of home PC use and activities. Also, it examines PC trends with respect to the broadened use of alternative devices. Further, it investigates differences by user age, presence of children, OS of other devices, and other factors.
The source for this analysis is MetaFacts TUP/Technology User Profile, with results from waves 2019 and earlier, all based on surveys of from 7,326 to 8,060 online adults in the US.
Highlights Report Contents
Home PC Penetration
Number of Home PCs
Number of Home PCs in use by User Age Group
Average Age of US Home PCs
Age of Home PC by User Age
Top 10 Activities for Home PCs
Top 10 Activities for Smartphones
Main Activity Gaps and Overlaps on Home PCs and Smartphones
Age-Skewed Home PC Activities
Number of Home PCs and Presence of Children
Smartphone, Home PC, and Tablet use by User Age Group
Home PC Operating Systems
Home PC Form Factors by Brand
Home PC Form Factor by User Age Group
Home PC OS Ecosystems of Connected Devices
Average Age of Home PCs by Brand
Home PC Activities by Brand
Number of Home PCs by Brand
What’s Ahead for Home PCs
How to obtain the results
Current subscribers to TUP/Technology User Profile may request the full Highlights Report, supporting TUP information used for this analysis, or even deeper analysis
For example, clients may request similar results outside the US, or within your chosen market subset
For more information about MetaFacts and subscribing to TUP, please contact MetaFacts
Activities for Smartphones and Home PCs – identifying gaps and overlaps
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Dan Ness, Principal Analyst, MetaFacts, January 2, 2020
Home PC penetration is stable
Home PCs continue to be a feature of online Americans. Four out of five online American adults regularly use a home PC, and this share has remained unchanged from 2015 through 2019. This is based on results from the 2015 through 2019 waves of TUP/Technology User Profile.
Use of more than one home PC has also remained stable. Half of online adults use only one home PC, a rate that has only varied by three percent over five years. Similarly, the usage rate has remained the same for the use of two home PCs and for three or more home PCs. Neither are online Americans accumulating or letting go of home PCs.
Home PC use by age group
Across all age groups, most online Americans use only one home PC. Single home PC use is lowest among younger adults and highest among older adults. Use of two or more home PCs is hardly different by age group, ranging from 26% to 31%.
In 2015, the patterns were similar. Home PC usage among younger adults is slightly lower, at 28% of those age 18-24 in 2019, down from 25% in 2015, although this drop is not material.
Doubling and tripling up among the young
Home PC penetration has stayed strong while smartphone and tablet penetration has grown, especially among younger adults. In 2019, smartphone penetration is higher than home PC penetration among online adults age 54 and younger. Tablet use is highest among adults age 25-44, strong users of all three devices.
Looking ahead
Habits die hard, and consumers hold onto some technology as a safeguard. Home PCs are likely to maintain their penetration levels for the next decade. However, TUP has already shown that home PCs have been losing their preeminence to smartphones as the primary device of choice for most activities. So, consumers will retain and replace home PCs as an insurance policy for those times when they are more convenient than either smartphones or tablets.
About TUPdates
TUPdates feature analysis of current or essential technology topics. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual. TUPdates may also include results from previous waves of TUP.
Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.
On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. To share or quote excerpts, please contact MetaFacts.
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. To share or quote excerpts, please contact MetaFacts.
Dan Ness, Principal Analyst, MetaFacts, March 22, 2019
So many of us have done it – started doing with our smartphone or tablet what we only formerly did with our PC. Are some activities so addictive or prevalent that people do them across their many devices? Based on our latest research, the answer is yes, and especially so for certain activities.
Nearly one-fourth (24%) of online adults around the world tap into their social networks on 4 connected devices, from among the many PCs, smartphones, and tablets they use.
This is based on the TUP/Technology User Profile 2018-Global survey, spanning 14,273 online adults across the US, UK, Germany, China, and India.
By contrast, certain activities are limited – being used more often on only one device. Making voice/video/web calls is mostly done on a single device, at 44% of online adults. Around one in three online adults also primarily use one device for the following types of activities: managing finances, photos, create/share videos, purchases, and reading.
What encourages or limits users to focus certain activities on fewer devices? Convenience and capability are key factors. Although desktop PCs can and do have webcams for video calls, they are less mobile and therefore less convenient than smartphones or tablets for unplanned calls or conferences. The same can be said for taking spontaneous photos or videos using cameras in ever-handy smartphones and tablets. Screen size and setting also have an impact. Comparison shopping benefits from the larger screens of PCs and tablets. Reading a book can be more enjoyable while sitting back with a tablet than sitting upright at a desktop PC.
The capability and preference gap
There is a perennial gap between what’s possible with a device and what people choose to do. For example, we still find few who regularly take photos with their tablets. In this specific case, social pressure has some impact as larger devices may block other’s views or at the least be less discreet.
Platforms from Facebook to Amazon and Spotify do their best to be widely present and highly available. Native apps typically offer a more stable, richer, and device-appropriate experience, further encouraging users to use them across their multiple devices. Meanwhile, device-makers continue to expand the capabilities of their devices to better accommodate and anticipate user demand.
Looking ahead
Our research shows that as users gain experience with tech products, they broaden their activities and simultaneously expand their use across the devices they regularly use. I expect users to continue demanding to do whatever they want with whatever device they have.
About TUPdates
TUPdates feature analysis of current or essential technology topics. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual. TUPdates may also include results from previous waves of TUP.
Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.
On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. To share or quote excerpts, please contact MetaFacts.