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.
Technology profile of low-income workers (<$25k)
The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – Americans with a household income of $25,000 or less – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
Profile of Americans who print more than 100 pages per month
In an increasingly digital age, printing is still necessary for some. And sometimes on a large scale. 15% of all online American adults report using a computer printer to print 100 or more pages per month.
This MetaFAQs reports on those American adults in 2021 who print more than 100 pages a month by age group, age and gender, employment status, life stage, number of home PCs, and technology ecosystem entrenchment.
Connected device usage by socioeconomic groups
How different are advantaged from disadvantaged Americans in how many devices they actively use? How much has this changed since before the pandemic? How do historically socioeconomically advantaged groups such as high-income or college graduates compare to disadvantaged groups such as single parents, low-income, less-educated, elderly, or people of color? This TUP analysis reports on the average number of connected devices – mobile phones, computers, tablets, and game consoles – being used by each socioeconomic group.
Technology profile of low-income Americans in large households
The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – Americans in households with 4 or more persons and a household income of $35,000 or less – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
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.
Technology profile of American childless partnered employees aged 18-49
The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – employed Americans aged 18 to 49 who have a married or unmarried partner and who do not have a child 17 or younger in their household – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
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.
American game players and their technology
Playing games with connected devices is widespread among American adults, while only a subset use game-focused equipment such as gaming PCs, gaming consoles, or VR headsets. This TUPdate reports on the share of adults regularly playing immersive/video or other games using their smartphones, PCs, or tablets, comparing them to the adoption rates of game-focused equipment.