X, formerly Twitter, experienced a decline in its U.S. user base, dropping to an 18% share by August 2023. Conversely, Meta’s user engagement broadened from 73% to 77% between 2021 and 2023, with their new offering, Instagram Threads, securing 11% of users. While most platforms, including Reddit and LinkedIn, maintained their rankings with minor growth, user loyalty metrics highlighted Facebook and Instagram’s consistent user retention. In demographic insights, LinkedIn and Nextdoor attract highly educated users, while generational data indicates Gen Z favors Twitch and Discord. These user behavior trends are crucial for technology marketers crafting targeted strategies. This TUPdate reports on the percentage of online Americans who have visited each of the major social networking sites in 2021 through 2023 and profiles each site’s users by key demographics.
MetaFacts-we help our clients create the future
“I realize that most inventions fail not because the R&D department can’t get them to work, but because the timing is wrong—not all of the enabling factors are at play where they are needed. Inventing is a lot like surfing: you have to anticipate and catch the wave at just the right moment.” – Ray Kurzweil
“The future is already here, it’s just not evenly distributed.” – William Gibson
“The thing about data is: it keeps changing. But that’s the point … it’s the meta that matters.” – Esther Dyson
“Building for the future is a very difficult thing to do; we cannot hope to complete the work in one generation; all the more reason to begin at once.” – Rene Cassin, Nobel Prize, Peace, 1968
We can agree that much of the world has changed.
But, what has changed and what has stayed the same?
Solid research can tell you what has and has not changed. Now, more than ever, a deep and fresh profile is critical to planning.
If your profession involves creating the future, and you want key decisions supported by solid data and fewer assumptions, you have come to the right place. MetaFacts helps leading technology firms measure their current and future customers with empirical research. We also help public policymakers measure progress across socioeconomic groups. This site describes the many answers that MetaFacts’ market research supports with its TUP/Technology User Profile service.
TUP is the longest-running continuous study of technology users
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Home entertainment activities among online Americans
Having fun is one of the main activities for which online Americans use their connected devices – smartphones, home computers, or tablets. In the time prior to and since Covid, there has been a shift in which devices online Americans mostly use for entertainment.
This MetaFAQs reports on the percentage of online Americans who regularly use their connected devices for entertainment activities, showing the four-year trend from 2019 through 2022 and drilling down into generational age groups and device types: smartphone, home computers, and tablets.
Gaming trends and user profile
Online adults are deeply engaged in various forms of entertainment, particularly gaming. Over half of American adults use their connected devices for playing games, watching videos, and listening to music, like online adults worldwide. Despite temporary disruption due to the pandemic, the game-playing rate bounced back and grew gradually, indicating its popularity as a staple pastime. This is based on our TUP/Technology User Profile 2022 survey of 13,641 online adults across the US, Germany, UK, Japan, and China, as well as similarly-sized waves from 2019.
Nevertheless, the usage of specialized gaming equipment like game consoles, gaming PCs, or VR headsets has remained limited. Sony, Nintendo, and Microsoft’s Xbox remain the global market leaders in consoles, each resonating with specific demographic groups and geographical locations. Gaming activities are part of the regular life of most online adults and span all age groups, with younger generations showing a particularly high adoption rate of newer technologies.
Despite a strong focus on gaming, more online adults use their devices for other entertainment activities like watching videos or streaming music. The global demand for gaming, whether casual or immersive, remains substantial, offering growth opportunities. With Apple recently entering the VR/AR/MR headset market, the industry is primed for potential expansion beyond its niche focus. Manufacturers may need to reconsider their current gaming-focused strategies to seize emerging opportunities effectively and broaden their market reach.
This TUPdate looks into the trend around game-playing with connected devices (smartphones, computers, tablets, game consoles), and the use of specialized game equipment (gaming PCs, game consoles). It profiles game-players by their age generation groups, household composition, and presence of children.
Market potential for Apple Vision Pro and VR/AR/MR headsets
Apple has recently unveiled Vision Pro, a product with broader potential for applications well beyond the immersive-game orientation of many initial headsets. The presentation at the launch showcased Vision Pro’s versatility, demonstrating its potential ability to revolutionize a host of activities of many types: entertainment, communication, collaboration, productivity, creativity, and videography. Furthermore, the demo subtly highlighted the potential benefits of Apple’s ecosystem and tighter integration.
Interestingly, gaming and industrial applications, frequently highlighted in the launches of competing VR/AR/MR (Virtual Reality, Augmented Reality, Mixed Reality) headsets, were not included in the Vision Pro demo. This divergence indicates a strategic focus away from a unique niche segment of the market.
Analyzing consumer technology trends requires tracking behaviors, a practice underscored by years of TUP/Technology User Profile research. The mantra that ‘actions speak loudest’ remains as pertinent today as ever. The activities people engage in are the most reliable indicators of consumer technology adoption patterns. It is less about which devices or electronics consumers use; their behaviors are the most important.
An intriguing insight from TUP’s ongoing research is that people switch devices quickly and alter their behavior slowly. Consequently, it becomes crucial to explore the number of people who regularly engage in any given activity, which the research does in detail.
The research also sets out to identify the market size for each of these activities. It quantifies how many people participate in a broad range of these activities.
Furthermore, the report also highlights demographic details, Apple’s brand loyalty, and current VR headset penetration rates. By doing so, the study is expected to offer valuable insights into the potential future for VR/AR/MR headsets such as Apple’s Vision Pro.
Long-term home notebook/laptop trends and current user profile
From 2014 to 2022, there’s been a noticeable shift in device usage among online Americans. Although overall computer usage declined from 89% to 70%, the usage of notebook computers remained steady. While desktop computer usage dropped from 74% to 45%, smartphone usage rose from 64% to 87%, signifying a consistent demand for mobile solutions. Interestingly, despite the surge in smartphone usage, notebook computers maintain their active presence. Generational changes in notebook usage also occurred, with boomers increasing their usage before and tapering after the pandemic, while the Silent + Greatest Generation raised their usage from 28% in 2014 to almost 40% before the pandemic, gently reducing it to 35% in 2022. Millennials maintained the highest usage rates nearly every year.
On a global scale, Apple has the largest share in the active home notebook base, followed by HP and Lenovo. In the U.S., Apple again leads the pack with the highest share. The average age of home notebook users skews slightly older than the average online adult, with Japan hosting the oldest users. Gen Z adults show the lowest usage rate across the U.S., Germany, U.K., and Japan, with most home notebook users falling into the millennial, Gen X, or boomers/Silent generations. Regarding brand and age, Apple has the youngest users globally, while HP has the oldest. Moreover, brands have no significant effect on home notebook activities, with the top three activities being identical across all major brands.
This TUPdate looks at the penetration levels of notebooks/laptops from 2014 to 2022 as well as smartphones and other computer form factors. It profiles users of home notebook/laptop users by their demographics, purchase recency, and activities.
Home PC trends and generational shifts – 2011-2022 – US
Home computers are losing their preeminence among online Americans. Since 2011, home computers have fallen from near ubiquity among online Americans to being regularly used by a dwindling majority.
This TUPdate reports on the penetration rates of home computers, Windows home PCs, Apple home computers, and Google OS (Chromebook) computers and overall level detailed by age generation. It also identifies how people have changed how they use home computers since the onset of the pandemic.
Long-term smartphone trends and generational shifts – 2011 to 2022 – US
Smartphones have risen to ubiquity from 2011 to 2022, although some generations of Americans have been faster to adopt. Apple iPhones or Android smartphones are stronger among some generations than others. A growing number of Americans are using their smartphones for activities formerly dominant on home computers and tablets, such as personal email and Internet browsing.
This MetaFAQs reports on the penetration of mobile phones, smartphones, Apple iPhones, and Android smartphones from 2011 through 2022, split by generational age group: Gen Z, Millennials, Gen X, Boomers, and Silent/Greatest. Furthermore, it reports on the top five smartphone activities overall and for each of these generations.
Long-term key device trends and generational shifts – 2011 to 2022 – US
The last decade has brought major changes to the set of connected devices that online Americans use and how they use them. While smartphones have replaced feature phones, they have also encroached on computer use. However, these shifts have not been uniform, with some age generations adopting technology faster than others.
This TUPdate reports on the penetration of computers, home computers, work computers, smartphones, feature phones, and tablets from 2011 through 2022. Furthermore, it splits out penetration rates by age generation, from Gen Z to the Silent + Greatest to each generation in between. Also, it identifies the major activities for these key devices.
Brief profile of Americans regularly playing games using connected devices
Fun is a major pastime for most, but not all, American adults using connected devices. Whether they use a game console, gaming PC, regular computer, tablet, or mobile phone, most Americans regularly play immersive or other games.
This TUPdate briefly profiles Americans who regularly play immersive/video or other games, detailing their age, gender, employment status, presence of children, life stage, and use of game-specific devices such as a VR headset.