During the pandemic, as workers began to work from home, they shifted rapidly to use whatever technology they had. Even after many employees have returned to the workplace, whether on a regular or hybrid basis, the share of workers using a home PC for work continues to outnumber those using an employer-provided PC. The trend in the gap between home and work PCs has narrowed within some sectors, namely in the US and Japan among larger employers, and remains wide among smaller employers around the world.
This MetaFAQ reports on the percentage of workers – full-time, part-time, or self-employed – who use a home PC for work-related activities as compared to those using a work PC for work-related activities, split by the size of the employer. Report [TUP_doc_2024_0103_byot] in TUP Lenses: PCs; User Profile; Activities; Work/Life Balance
Gameplayers shift platforms, drifting from consoles and PCs
Playing games is a regular activity for around half of online adults in the US, Germany, the UK, and Japan, a practice that has remained relatively steady since 2021. What has changed is the play platform of choice, as smartphones grow in favor while PCs and game consoles diminish. While Gen Z leads in gameplaying activity, the Boomer/Silent generations have increased their fun behavior, especially with smartphones.
This MetaFAQ reports on the percentage of online adults who regularly play games using a game console, smartphone, PC, gaming PC, or other connected device from 2021 through 2023. This information is split into generational age groups among Americans. Report [TUP_doc_2023_1227_gamt] in TUP Lenses: Mobile Phones; User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
Modern communication shifts to coalesce around three modes
Communication methods have evolved over the past few decades. While landlines were once predominant, they’ve now taken a back seat. Asynchronous communication, like email, offers the advantage of connecting without simultaneous availability, often more convenient and effective. Text messaging, in particular, has experienced a significant rise, now standing as a leading communication method alongside emails.
Interestingly, while smartphones are labeled “”phones,”” their initial use leaned more toward texting than calling. However, synchronous communication methods are making a comeback on these devices. Email, text messaging, and phone calls share nearly equal user numbers, showcasing varied preferences among users.
Our communication choices often depend on reciprocation, given its two-way nature. As a result, user groups may flock together toward specific communication modes, either adopting new methods or moving away from older ones.
Later generations, specifically Gen Z, have been experimenting with alternative communication modes beyond email, texting, and phone calls, only recently returning to levels nearly as high as those before the onset of the pandemic. Earlier generations have increased their use of these three communication modes even while navigating a shift from computers to smartphones.
This TUPdate reports on the share of online adults using their connected devices for any of the three major communication activities – personal phone calls, emails, or text messages. It reports on the trends from 2017 through 2023, highlighting the shifts that took place following the onset of the pandemic. Furthermore, it details the differences in communication behaviors between generational age groups. Report [TUP_doc_2023_1212_comt] in TUP Lenses: Activities; Communication
Gen Z’s lead in online teamwork may transform the workplace
Digital collaboration has expanded over a decade, with newer generations adopting online teamwork swiftly. Gen Z, especially in the US and UK, actively collaborates on personal files, more so than for work. Current workplace practices limit their broader collaboration. Yet, they might pave the way for enhanced collaborative tool usage in the future.
This MetaFAQs reports on the use of connected device to collaborate on files, splitting the activity by work-related and personal files, and splitting further into generational age groups and countries. Report [TUP_doc_2023_1209_coll] in TUP Lenses: User Profile; Activities; Work/Life Balance
Half of Gen Z Americans use a game console, unlike elders
Later generations heavily favor game consoles. Only a fourth of Gen X has embraced game consoles, while most millennials and Gen Z generations actively play with them. Console games are intriguing to these later generations for their immersion, demanding video, and the social aspect of sharing game-playing.
This MetaFAQs reports the percentage of online adults in the US, Germany, UK, Japan, and China using a game console by generation. Report [TUP_doc_2023_1203_cons] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
Half of Americans use a smartphone for work
Half of Americans use a smartphone for work – Over half of online American adults utilize smartphones for various work tasks, from emails to videoconferencing. One in six American workers relies solely on a smartphone. Another quarter have all three: a smartphone, computer and tablet, and 80% of these rely on smartphones for work activities. Interestingly, half lack employer-provided computers.
This MetaFAQs reports on the percentage of online adults regularly using a smartphone for work-related activities. Report [TUP_doc_2023_1125_spwr] in TUP Lenses: Mobile Phones; Activities; Communication; Work/Life Balance
Home PCs: the unsung heroes of remote work
Home PCs: the unsung heroes of remote work – Getting things done for work from home often demands using a computer. Activities from Webex or Zoom group meetings to creating presentations or reports benefit from using the larger screens of most computers. However, employers have been slow in providing PCs to remote employees. Just as they wavered in their commitment to supporting workers working from home, they’ve vacillated in their policies around providing technology to remote workers.
This MetaFAQs reports on the percentage of workers who use a home computer for work-related activities. Report [TUP_doc_2023_1111_hwrk] in TUP Lenses: PCs; User Profile; Households; Activities; Work/Life Balance
VR headsets, seeking acceptance, persist as virtual
Who hasn’t misplaced their phone or keys or wondered where their luggage was?
Using technology to help find items has reached a plateau. The percentage of online adults using a wireless item tracker such as Tile or Apple’s AirTag has remained flat between 2021 and 2023. Overall global active usage has subsided from one in six to one in eight online adults. Active penetration rates have dropped among groups such as Gen Z adults in the US, UK, Germany, and China.
This may have seemed like yet another device to help attract users into adopting or staying with technology ecosystems. It’s too early to see if it’s making a difference. The market penetration is too small.
This MetaFAQs reports on the percentage of online adults in the US, UK, Germany, Japan, and China who actively use a wireless item tracker such as from Tile or Apple’s AirTag. Report [TUP_doc_2023_1025_tile] in TUP Lenses: Consumer Electronics; Technology Ecosystems
Most employers have employees BYOD
Most employers have employees BYOD – The onset of the COVID-19 pandemic reshaped many established practices. During this period, many employees transitioned to remote work, leaning on familiar consumer technologies. Consequently, Zoom became a popular choice for virtual meetings over platforms like Webex, which are more corporate-centric. For document collaboration, many opted for Google Docs over more enterprise-focused cloud solutions. Regarding hardware, many employees utilized their personal smartphones and computers. This shift caught numerous employers by surprise. Adapting quickly wasn’t feasible for all, leading some to permit employees to use personal devices. Eventually, facilitating workers with company-approved devices would require careful planning, time, and resources. Many employers acquiesced despite increased security risks and management costs, shifting much of this burden to employees. In light of these developments, the concept of “”bring your own device”” (BYOD) seemed more like “buy your own device.”
This MetaFAQs reports on the number of online employees who use a home-owned computer for work-related activities as compared to the number who use an employer-provided computer in the US, Germany, UK, Japan, and China. Report [TUP_doc_2023_1021_byod] in TUP Lenses: PCs; User Profile; Activities; Work/Life Balance
Gamers pass the halfway mark
Gamers pass the halfway mark – Over half of the online adults in the US, UK, and highly-educated segments in China regularly play games using their connected devices. While Generation Z leads in game-playing rates, it’s a popular activity across all age groups. Interestingly, there’s no single predominant device for gaming. Smartphones are more prevalent for gaming than consoles among adults in many countries, particularly among Gen X and Boomers. While gaming PCs are gaining traction, their presence is still less than most platforms, barring tablets. Notably, only a minority of Gen X and Boomer players prefer tablets over gaming PCs. This MetaFAQs provides the detailed penetration of game-playing activity, segmented by platform, country, and generation. Report [TUP_doc_2023_1009_game] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing