Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)
Growing use of refurbished tech varies by country and age generation
The active use of used or refurbished technology is a growing practice among most countries surveyed. However, there are generational trends that differ from one country to another. In the US, later generations (Gen Z) have higher rates of using used or refurbished home computers or smartphones. In contrast, in the UK and Japan, different age generations have higher usage rates of used or refurbished home computers or smartphones.
This MetaFAQs reports on the percentage of smartphone users who use a used or refurbished smartphone, the percentage of home computer users who use a used or refurbished computer, and details the trend from 2019 to 2023 by country and age generation. Report [TUP_doc_2024_0312_reft] in TUP Lenses: Devices; PCs; Mobile Phones; User Profile; Game Consoles, Gaming PCs, and Game-Playing
Younger adults turn to used or refurbished tech
Younger adults are more likely to be sporting a used or refurbished device than older adults. This is especially true in the US, Germany, and the UK. Some of this practice is due to current socioeconomic challenges among younger adults.
This MetaFAQ reports on the percentage primary devices that are used or refurbished, including a smartphone, feature phone, computer, tablet, or game console. Report [TUP_doc_2024_0203_refu] in TUP Lenses: Devices; PCs; Mobile Phones; User Profile; Game Consoles, Gaming PCs, and Game-Playing
Game console usage sags among each generation; not game over among Gen Z
Game consoles have been a fixture among a sizable portion of adults for decades, although each earlier generation continues to lose interest. Since 2018, fewer adults in later generations have actively used a game console with each passing year.
This MetaFAQs reports on the multi-year change in the percentage of online adults in the US, Germany, the UK, Japan, and China who actively use a game console, split by age generation. Report [TUP_doc_2024_0130_cont] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing; Home Entertainment
Game playing is widespread, although platform choices vary by generation
Playing games on an active, if casual, basis continues to be widespread, even as the choice of platforms is shifting. The worldwide and American trend away from regular PC use is affecting game playing and entertainment as much as productivity and creative activities. This year marks the first time that more American game players use a game console than a home PC.
This MetaFAQs reports on the number and percentage of online adults who regularly play immersive/action or other games using connected devices: a game console, home PC, gaming PC, primary PC, or smartphone. American adults are detailed by age generation and life phase: comprised of generation with educational and employment status. Report [TUP_doc_2024_0124_gami] in TUP Lenses: Activities, Game Consoles, Gaming PCs, and Game-Playing
Game consoles continue among the young at heart after an early pandemic surge
The active use of a game console is primarily the domain of younger adults. However, the entertainment devices are not limited to the youngest adults as market penetration remains nearly as high among 40-somethings as among the age 18 to 24 adult. Following the onset of the pandemic, game console penetration reached new highs among most age groups and countries, only to settle back towards historical levels.
This MetaFAQs reports on the percentage of online adults actively using a game console split by age group and country. Report [TUP_doc_2024_0216_yapt] in TUP Lenses: User Profile; Game Consoles, Gaming PCs, and Game-Playing
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
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
Game consoles are a youngster thing
Game consoles are a youngster thing – Using a game console to play games is much more prevalent among younger adults than older ones. That’s the case across all countries surveyed: the US, UK, Germany, Japan, and China. Adults aged 25 to 34 have similar game console usage rates to those aged 18 to 24, which reflects the continued interest and habit energy of continued, if declining, use from younger ages. Playing games often have a social aspect, as groups of younger adults convene (in person or online) to play together. It’s important to note that game-playing with connected devices is widespread across all age groups, just less so by using game consoles and more so with computers, smartphones, and tablets.
This MetaFAQs reports on the percentage of online adults actively using a game console by age group and country. Report [TUP_doc_2023_1117_cons] in TUP Lenses: User Profile; Game Consoles, Gaming PCs, and Game-Playing
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