Profile of voice assistant users

Using our voice offers the chance to get things done without typing when using a smart speaker or another connected device – smartphone, PC, or tablet. However, current usage has not reached even half of the population. This MetaFAQs reports on the percentage of online adults in the US, Germany, UK, and Japan that regularly use a voice assistant or smart speaker, detailed by age group.

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American game players and their technology

Playing games with connected devices is widespread among American adults, while only a subset use game-focused equipment such as gaming PCs, gaming consoles, or VR headsets. This TUPdate reports on the share of adults regularly playing immersive/video or other games using their smartphones, PCs, or tablets, comparing them to the adoption rates of game-focused equipment.

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Highlights: Devices

There has been a sea change in which connected devices people use as well as how they use them. This TUP Highlights report details the trends in device ownership, the shifts between technology ecosystems, and market penetration levels. It spells out the major activities for each type of device, and how usage has changed. Furthermore, it details how many employees use personal devices for remote work.

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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 with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Profile of American Sony game console users

Nearly a quarter of online Americans use a Sony game console, a higher penetration rate than competitors. Usage is most substantial among the youngish males, dropping off steeply above age 44. This MetaFAQs report profiles American Sony game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group, gender, age within gender, employment status, presence of children, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. It reports on American Sony game console users’ competitive position by those who additionally use Nintendo and Microsoft game consoles.

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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 with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.