Voices have the promise to enable a keyboard-free digital experience, and yet regular usage has not reached even half of the population. This MetaFAQs reports on the percentage of online adults in the US, Germany, UK, and Japan that regularly use a voice assistant or smart speaker.
Profile of American VR Headset users
So far, virtual reality has been a dream, only being actively used by a small number of creative and fun-loving pioneers. Within the TUP 2021 survey, MetaFacts identified 358 respondents that report regularly wearing VR headsets.
This MetaFAQs report details their game-playing activities, including which devices they regularly use, along with their demographic and technological profile.
Profile of American immersive/video game-players
Playing games is more than a casual pastime for many, especially those who play immersive & video games. This MetaFAQs reports on the number of Americans who regularly use any of their connected devices to play immersive/video games – game consoles, smartphones, computers, tablets, or more than one. The report profiles respondents by age, gender, life stage, and other characteristics. Further, it reports on the other unique activities and consumer electronics this fun-loving group enjoys, including VR headsets and home projectors.
Top listening activities by device type
Around the world, tech users are listening—to their devices, at least. Smartphones dominate listening activities, but many other devices, like PCs and tablets, also play a role. This MetaFAQs profiles all online adults who actively use their connected devices for specific listening & hearing activities. The report details which activities are being done by platform, showing how computers are used differently from smartphones or tablets. Active listeners number 209 million in the US (95% of online American adults), 54.6 million in Germany (94%), 44.2 million in the UK (94%), and 78.1 million in Japan (87%). Report [TUP_doc_2022_0129_list] in TUP Lenses: Consumer Electronics; Activities; Wearables, Hearables, Listening, and Speaking; Home Entertainment.
Fun zone? The gap between game players and console use
The demand for playing games has gotten ahead of game consoles. More online adults play immersive or other games using their connected devices than regularly use a game console. The gap between what people do and what they have spells opportunity for game console makers and game makers alike. This MetaFAQs reports on the penetration rates of game consoles as compared to online adults that regularly play games using their connected devices – smartphones, computers, tablets, or game consoles. Results are reported by country and age group.
What are the major listening activities across countries?
Who’s listening? And to what? Most online adults report having used any connected device for specific listening and hearing activities within the previous month (ranging from 87-95% of online adults, depending on country). Regularly making personal phone calls dominates as the most popular listening activity in every country surveyed, and video calls have reached the halfway mark.
This MetaFAQs reports on listening activities (including phone calls, videos/movies, video calls, music/radio/podcasts, television, video games, video meetings, voice assistants, and voice memos) by country: the US, UK, Germany, and Japan in 2021.
Profile of American Microsoft game console users
Truly active gamers love their game consoles, including Microsoft’s Xbox. However, that love is not exclusive since a fifth of Microsoft’s game console users also use a Nintendo, and a fifth uses a Sony game console. Microsoft has only reached 14% of all online Americans, primarily among younger males. This MetaFAQs report profiles American Microsoft game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, life stage, and mix of technology ecosystems. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet.
Profile of American Nintendo game console users
While 19% of all online Americans use any Nintendo game console, penetration is highest among the youngest male and female adults. This MetaFAQs report profiles American Nintendo game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. Also, it reports on the competitive mix, with the percentage of American Nintendo game console users using Sony and Microsoft game consoles.
Profile of voice assistant users
Using our voice offers the chance to get things done without typing when using a smart speaker or another connected device – smartphone, PC, or tablet. However, current usage has not reached even half of the population. This MetaFAQs reports on the percentage of online adults in the US, Germany, UK, and Japan that regularly use a voice assistant or smart speaker, detailed by age group.
Game console use among socioeconomic groups
Just over one-third of online American adults regularly use a game console. Penetration rates vary widely between socioeconomic groups, with American IT employees having some of the highest rates and seniors aged 75 and higher having some of the lowest. This MetaFAQs reports on the penetration of game consoles by major socioeconomically advantaged and disadvantaged groups.