Welcome to the MetaFacts TUP client portal

“We shall not cease from exploration,
And the end of all our exploring
Will be to arrive where we started
And know the place for the first time.”

– T. S. Eliot

We can agree that much of the world has changed.

But, what has changed and what has not changed?

Since your company is creating the future, and you want key decisions supported by solid data and fewer assumptions, you have come to the right place. MetaFacts helps leading technology firms measure their current and future customers with empirical research through its TUP/Technology User Profile service. This site describes the many answers that TUP supports and links you to the TUP deliverables.

TUP is the longest-running continuous study of technology users, now in its 42nd year

There are many ways to effectively use this portal, by choosing from the menus above, using the open-ended search box, or choosing from the selections of keywords on the right. Also, the menu above has even more instructions on navigating the TUP client portal.

Welcome to the client subscriber portal for the MetaFacts TUP/Technology User Profile service. Subscribers are able to log in and get access to the latest research results and deliverables of the TUP service.

Insights professionals at technology companies with interest in learning more about TUP are encouraged to visit our main website MetaFacts.com. There you can find samples of our work and details about the TUP service. Or, please feel free to 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 with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

The sizzle is fizzling in game-specific devices while gamers find ways to play with whatever they have

Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)

This content is for subscribers only.
Join Now
Already a member? Log in here
Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.