Devices used for work video calls

Work-related video calls had been growing in use even before the pandemic. Platforms such as Apple Facetime, and video calling services within Microsoft Teams and Zoom helped them come into regular use, even while employees have many other ways to communicate – email, text, and collaboration platforms like Slack and Microsoft Teams. Nearly between 30% and 46% of employees in the US, UK, Germany, and Japan regularly use one of their connected devices to make or receive work-related video calls. This MetaFAQs reports on the number of employees regularly using their connected devices for work-related video calls, detailing each device type used – smartphone, home PC, work PC, or tablet – by the size of their employer – <20 employees, 20-499 employees, or 500+ employees.

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Which hearables products are in active use?

More and more people are listening—to their devices, that is. Over half of online adults in most countries surveyed actively use hearables products—those technology products focused on listening activities—with Japan close behind at 45% of tech users. American online adults have the highest rates of using hearables products of all countries surveyed.

This MetaFAQs reports on hearables product use by country and age group in the US, UK, Germany, and Japan in 2021. Hearables products identified included: webcams, wireless Bluetooth headsets or headphones, voice assistants, voice-enabled speakers, VR headsets, and smart displays.

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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.

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Active game-players by platforms

Game consoles get most of the attention in the gaming market. Many more online adults actively play immersive or other games using their connected devices – smartphones, tablets, or computers – than use game consoles. Outside of the US, Windows PCs outnumber smartphones as the game-playing platform of choice, especially in Germany and Japan. This TUP analysis reports on the number of online adults actively playing immersive or other games by platform type and country.

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How Americans use devices in technology ecosystems

Technology ecosystems can be called truly unique when users actively use them differently than others. This TUP analysis reviews the activities American adults regularly do with their smartphones, computers, and tablets. It reports on the top 10 activities that are the most unique by ecosystem family – Windows, MacOS, ChromeOS; iOS and Android; and iPadOS and Android. Unique activities are defined as those with the widest range of use, where the difference is widest between the usage percentage between each given operating system family.

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Profile of Americans who wear a fitness tracker

Who’s tracking their fitness? Are online Americans still using fitness trackers to count their steps—and more? 17% of all online American adults report using a wearable electronic activity tracker (like FitBit) at least once per month.

This MetaFAQs reports on Americans in 2021 who wear a fitness tracker by age group, age within gender, employment status, household size, life stage, educational attainment, home PCs, technology ecosystem involvement, and technology ecosystem entrenchment.

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