UK tech buyers freshen up while China’s elites delay

The global landscape has witnessed significant shifts in consumer purchasing behavior due to the impact of the pandemic and broader economic changes. This transformation extends to the acquisition of tech products such as smartphones, computers, tablets, and game consoles. With the rapid transition to remote work, many individuals proactively invested in personal computing devices to enhance their productivity, rather than relying on their employers for equipment provision.

Conversely, individuals facing reduced working hours or economic uncertainty opted to postpone their tech purchases. On a global scale, the mean age of a technology user’s primary device has exhibited relative stability, averaging at 2.1 years old over the past five years. However, a closer examination reveals notable variations across different countries.

The affluent and highly educated among China’s population has consistently maintained access to the latest tech devices. Nevertheless, a recent delay in 2023 has cast uncertainty on their leading position, potentially aligning them with the global average in the near future. In contrast, consumers in the UK, who initially deferred tech device purchases, have demonstrated a two-year consecutive uptick in acquisitions. Consequently, their average device age now ranks second among surveyed countries.

Meanwhile, online adults in Germany and Japan have displayed a penchant for holding onto their primary devices longer compared to their international counterparts. These nuanced trends offer valuable insights for technology marketers, researchers, analysts, and industry professionals seeking to navigate evolving consumer preferences and market dynamics. Report [TUP_doc_2023_0824_year] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets

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.

Home entertainment activities among online Americans

Having fun is one of the main activities for which online Americans use their connected devices – smartphones, home computers, or tablets. In the time prior to and since Covid, there has been a shift in which devices online Americans mostly use for entertainment.

This MetaFAQs reports on the percentage of online Americans who regularly use their connected devices for entertainment activities, showing the four-year trend from 2019 through 2022 and drilling down into generational age groups and device types: smartphone, home computers, and tablets.

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.

Brief profile of Americans regularly playing games using connected devices

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.

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.

Replacement versus growth markets

The dynamics of replacement markets are very different from those dominated by 1st-time buyers or others that primarily include users holding onto their technology. Each technology product is in its unique phase of adoption, with very different positions for smartphones, computers, tablets, and smartwatches.

This TUPdate details consumers’ purchase intentions in the US, Germany, the UK, and Japan. The products analyzed include computers, tablets, smartwatches, printers, and others. For each product category, the analysis splits users into four categories: replacing or adding to what they have, 1st-time buyers, those actively using the technology without plans to update it, and the uninvolved.

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.

Active game-players by platforms

Game consoles get most of the attention in the gaming market. Many more online adults actively play immersive or other games using their connected devices – smartphones, tablets, or computers – than use game consoles. Outside of the US, Windows PCs outnumber smartphones as the game-playing platform of choice, especially in Germany and Japan. This TUP analysis reports the number of online adults actively playing immersive or other games by platform type and country.

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.

Brief profile of American game console users

American adults actively using game consoles are not all young males, even while this group dominates. Many are employed full-time or part-time and raising families. Game consoles are just one device they use for fun.

This MetaFAQs profiles active adult users of game consoles by age, gender, life stage, and employment status. It also reports on the penetration of game consoles among users of other devices for play – VR headsets, gaming computers, and everyday computers, smartphones, and tablets.

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.