Highlights: Consumer Electronics

Hearables are having a tumultuous time during the pandemic, and users adapt to shifting situations. Webcams are a significant force, as are wireless Bluetooth headsets, both pivotal for users working or schooling from home. Meanwhile, voice-enabled speakers have reached a plateau, reaching their largest share among neither the youngest nor oldest adults. Smartwatches have made inroads across nearly all age groups, especially younger employed adults.
This TUP Highlights report includes the following sections: purchase plans for wearables, hearables penetration, wearables penetration, trends in consumer electronics, the profile of hearables users, the profile of wearables users, the profile of key consumer electronics users, and device activities compared to consumer electronics.

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Digital health usage among Americans

Digital technology has empowered people worldwide to be more involved with and aware of their health, with a growing and rich collection of devices and information sources. However, has supply outpaced the demand? This TUPdate reports on the active usage of critical health devices and health-oriented activities. It details the number of online adults in the US, Germany, UK, and Germany who track their steps using a smartphone, uses a smartwatch or fitness tracker, or regularly search for health information online.

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Seeking health information online

Online adults regularly use connected devices to look up information from news and sports results to health information such as COVID dashboards and remedies. Searching for health information online is a regular activity among nearly half of online adults in the US, Germany, the UK, and Japan, and it has shifted since 2017.

This MetaFAQs reports on the percentage of online adults in the countries surveyed who regularly seek health information online and further details them by age group.

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Tracking steps with a smartphone

Regularly walking is a widely accepted way to improve and maintain health and tracking one’s steps is also popular. While there are many ways to track steps – from simple pedometers to fitness trackers and smartwatches, most smartphones also include the ability to track steps.

This MetaFAQs reports on the percentage of online adults in the US, Germany, the UK, and Japan that regularly track their steps with smartphones. It details the trend between 2017 and 2021. It further splits out these active walkers by age group within each country surveyed.

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Wearing a smartwatch or fitness tracker

Smartwatches and fitness trackers are about more than athletic pursuits and telling the time. Market penetration has grown, and adoption has expanded beyond the earliest wearables users. The US has higher market penetration than the UK or Germany, and Japan has less than the other three.
This MetaFAQs reports on the percentage of online adults in the US, Germany, UK, and Japan that regularly use a smartwatch or fitness tracker, further split by age group in each country.

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Profile of Americans playing games using a connected device

Game-playing is more widespread than many people realize; a regular activity of 128.8 million online Americans. Those who only follow game consoles may not realize the extent of game-playing extending to smartphones, PCs, and tablets. Game-playing is an everyday activity for 59% of online Americans. This MetaFAQs profiles the group of game-players using connected devices, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age, age within gender, employment status, household size, and life stage.

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Declining hours of connected device use

After peaking at the start of the COVID pandemic, the hours online adults use their connected devices have broadly declined. Across the US, Germany, and the UK, total device hours have even dropped below their pre-pandemic levels. This MetaFAQs report, based on the results of TUP research from 2016 through 2021, details the hours spent using home PCs, work PCs, smartphones, and tablets and how those hours have shifted.

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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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