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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Home printer penetration trend-US [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, October 5, 2020

Home printers have been been the backbone of the home computing experience. As Americans spend more time online and communicate directly online, their use of home printers has shifted. This has in turn affected the share of adults using a home PC. This MetaFAQs looks at the trend in home printer penetration from 2015 through 2020.

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Watching the Watches – Smartwatches and Fitness Bands [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, December 19, 2019

Smartwatch and fitness band penetration tapers to 2016 levels

The race for the wrist has settled into a larger-than-niche and less-than-majority position. Over the last three years, the share of online Americans using at least one smartwatch has grown from one in six to one in five, only to settle back to the one in six level. This is based on TUP/Technology User Profile 2019 survey of 8,060 online adults in the US, and from the prior three annual waves.

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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.