Profile of American smartphone game-players

Fun is essential, even when standing in line, and a unique segment of game-players reach for their smartphones to play. This MetaFAQs profiles the sizable, if a casual, group of smartphone game-players, the 32% of online Americans using a smartphone to play games, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age, gender, age within gender, employment status, household size, and life stage.

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Profile of Americans using gaming PCs

Dan Ness, Principal Analyst, MetaFacts, October 9, 2021

Profile of Americans using gaming PCs

  • All online American adults who regularly use a gaming PC
    • They number 25.3 million – 12% of all online American adults
    • Defined as using a “Gaming desktop or gaming notebook – designed for playing video games, such as with special video cards and extra memory”
  • Profiled by characteristics that are distinctive
    • Only profiled by those characteristics which have an index of 80 or below and 120 and above – those which are 20% above or below the average by category 
  • Expressed as market penetration – the percentage of online adults within each group
  • Distinctive characteristics profiles
    • Age, gender, age within gender
    • Employment status
    • Presence of children
    • Household size
    • Life stage (age, employment status, presence of children)
    • Number of home PCs used
    • Technology ecosystems
  • Characteristics examined and not found to be distinct
    • Educational attainment

Americans who regularly use a gaming PC by age group

  • Gaming PC users skew younger
    • Game console use is strongest among the youngest American adults – aged 18-44
    • Penetration among online Americans aged 18-44 is 19%-20%
  • Beyond age 45, the rate drops steeply
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Top activities across platforms [TUPdate]

There are certain activities that transcend form factors, such that they are popular with every type. This TUPdate identifies regular activities that are high on the list for smartphones, PCs, and tablets, those popular on two of the three, or unique to one type.

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Profile of American game console users

Dan Ness, Principal Analyst, MetaFacts, October 2, 2021

Profile of American game console users

  • All online American adults who regularly use a game console
    • They number 77 million – 35% of all online American adults
  • Profiled by characteristics that are distinctive
    • Only profiled by those characteristics which have an index of 80 or below and 120 and above – those which are 20% above or below the average by category 
  • Expressed as market penetration – the percentage of online adults within each group
  • Distinctive characteristics profiles
    • Age, age within gender
    • Employment status
    • Presence of children
    • Household size
    • Life stage (age, employment status, presence of children)
    • Number of home PCs used
    • Technology ecosystems
  • Characteristics examined and not found to be distinct
    • Educational attainment

Americans who regularly use a game console by age group

  • Game console users skew younger
    • Game console use is strongest among the youngest American adults
  • Penetration among online Americans aged 18-34 is 58%-59%
  • Beyond age 45, the rate drops steeply
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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.

Top smartphone activities [TUPdate]

What we do defines us more than what we are carrying. This MetaFAQs profiles smartphone users by their regular activities – those which are most popular worldwide and those unique to the country. It further splits out activities into four groups: younger and older adults that are employed versus those who are not employed outside the home.

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Juggling work and devices to get things done [TUPdate]

During the pandemic, employees have scrambled to be able to work from home, often using their personal devices in lieu of employer-provided technology products. This TUPdate reports on the specific work-related activities regularly done by employees that do and don’t work from home using their smartphones, home PCs, work PCs, and tablets.

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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.