While some device makers focus on speeds, feeds, and features, others are playing the long game to build long-term customer loyalty through ecosystems. This TUP Technology Ecosystems Highlights report reports on the size of leading technology ecosystems, which types of devices are dominating (or not), and their longer-term trends. It details the unique activities users focus on within certain ecosystems, and profiles each ecosystem’s users.
Highlights: Game Consoles, Gaming PCs, and Game-Playing
Playing games is a widespread pastime about much more than game consoles. Although game console users are numerous and active, many adults play immersive and other games using their smartphones, computers, and tablets. VR headsets are also starting to make a dent in the market, beginning with the most active gamers who aren’t necessarily the youngest adults.
This TUP Highlights report includes the following sections: the profile of gaming wearables users, top platforms for game-playing, the profile of game-players, the profile of gaming PC users, the profile of game console users, and the profile of smartphone game-players.
Highlights: PCs
PCs continue to hold a central role among online adults, especially as a substantial number work from home or find ways to stay connected. However, PC users are not all the same in the type of PC they use nor how they use them. This TUP Highlights report details the shifting market penetration of PCs, how ownership has changed, and which brands are leading. It details how often PCs are being used as well as how they are being used for everything from remote work to communication, shopping, and entertainment.
Highlights: Activities
What we do paints a richer picture than what we carry or own. All computers are not used the same and nor are smartphones or tablets. Each user has their preference about how they spend their time. Also, each user expresses their choices about which connected devices they turn to for each type of activity. While some see their tablets as passive movie screens, others rely on them as communication hubs. Some users prefer to shop on a computer, while others rely more on their smartphones.
This TUP Highlights report includes the following sections: main activities across all tech devices, major activities for each device type, activities unique to which device type, cross-device activities, the profile of activity type users, major activities for a market segment, home entertainment activities, the profile by key activities, and listening activities.
Profile of American gaming notebook PC users
Gaming computers are optimized for intensive play, and laptops/notebooks add a dimension of mobility. Their extra functionality makes them both desired and exotic. Currently, only one in twenty-five online Americans uses a gaming notebook PC.
This MetaFAQs profiles gaming notebook users by their age (not all are aged 18-24), age within gender (higher use among younger men than women), employment status, life stage (age, employment status, presence of children), number of home computers, and mix of technology ecosystems. Furthermore, it reports game-playing with smartphones, tablets, game consoles, and VR headsets.
Communication TUP Lens Highlights
During the pandemic, employees suddenly working from home accelerated their use of videoconferencing, home computers, and other connected devices. Similarly, those not employed outside the home sought ways to stay connected with others or help their students continue their education. Communication activities ranging from videoconferencing to video calls, email, group chats, and text messaging are at the heart of these connections. Market adoption has not been assured nor evenly distributed, as only some segments adopted behaviors they continued. Meanwhile, other segments dallied with new communication methods and then returned to their old ways.
This TUP Highlights report includes the following sections: communication activities by device type, communication activities among those working from home, devices used for work-related communication, and top communication activities.
Highlights: Mobile Phones
This TUP Highlights Report profiles smartphones – their market penetration, user demographic profile, their regular activities, usage profile, key competitors, and purchase plans.
Profile of American gaming desktop PC users
Having fun and winning is essential to many Americans, and some buy specialized desktop PCs designed for optimal performance and upgradeability. This MetaFAQs profiles the small, hardy group of intensive mobile gamers, the 8% of online Americans actively using gaming desktops, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, number of home PCs used, and mix of technology ecosystems.
Profile of Americans who bought a home PC during the pandemic
The pandemic brought with it a lot of changes to how Americans live and work. Many had to adjust to working from home for the first time, and this often meant a new need for tech—especially home PCs. 56.4 million Americans—26% of all online American adults—bought a home PC during the pandemic. This MetaFAQs profiles those who bought a home PC during the pandemic by several critical demographic and behavioral factors distinctive from the average American online adult: age and gender; employment status; presence of children; household size; life stage (age, employment status, presence of children); number of home PCs; work from home status (current, expected, and before the pandemic); and
brand of home PC. Report [TUP_doc_2022_0506_pand] in TUP Lenses: Work/Life Balance, PCs.
Profile of American Chromebook users
Chromebooks have maintained a larger-than-life aspect, acting as a looming threat to Windows & Apple computers. However, their promise of lower price and connected collaboration has not yet been proven since the products are only being regularly used by 6% of American adults. This MetaFAQs profiles the small, hardy group of active Chromebook users, numbering 12.7 million online Americans, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age group within gender, employment status, life stage, and mix of technology ecosystems.