Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)
AI’s adoption easier path among American Apple and ASUS work computer users
AI (artificial intelligence, primarily generative AI tools) has received substantial market attention. Employees are strongly affected, mainly because many AI tools are marketed for productivity and work-related use cases. However, measuring the impact of the media and investor attention is essential to determine the level of interest, receptivity, and caution. There has been enough widespread awareness to measure employee sentiment. Furthermore, commercial computer makers have much of their future contingent upon how well their solutions are put into active use by employees and valued by their employers. Suitability of today’s AI tools aligns better with some occupations more so than others.
Approach: This TUPdate is based on the surveys of 1,404 respondents in the US in August 2024 as part of the MetaFacts TUP/Technology User Profile survey. Relevant to this TUPdate, we asked respondents to report their strong agreement to strong disagreement with a series of statements about AI on a five-point scale. The survey further gathered demographics, such as employee role.
Current TUP/Technology User Profile service subscribers can find these results on their client portal.
American employees and AI-assisted use cases – an emerging yet complicated work relationship
The workforce is one of the primary target markets for generative AI. From knowledge workers to front-line workers, employees of all roles have evaluated and implemented AI for various use cases. Many employers have been the driving force behind the commercial adoption of AI as they hope for productivity gains. Many employees are early adopters and find personal applications they enjoy, shaping their experience and expectations. However, broad market adoption has continued to encounter challenges. Employees and employers alike express concerns about their privacy, disappointment in what they’ve seen so far, and apprehension about getting too many wrong answers.
Approach
This TUPdate is based on the attitudes of 3,422 online employees in the US, selected and weighted to represent the online population. As part of the TUP/Technology User Profile 2024 wave, MetaFacts included questions about employees’ attitudes and expectations of generative AI tools. The survey measured attitudes around the benefits active AI users are enjoying, hopes for the future, privacy concerns, usefulness, and hardware limits. We defined active AI use as a combination of regular activities involving AI tools, specific services like ChatGPT and Copilot, or a Copilot+ PC. Among more than 80 regular use cases across all devices – smartphones, computers, or tablets – we reviewed various work-related activities, spanning communication, collaboration, creation, productivity, and others.
The iPhone and Android smartphone switchers, holders, and refreshers
The undecided are scrutinized not only in the political realm. The switchers wavering between iPhone and Android smartphones are a small yet significant group of interest. Add to that the remaining group of users who are (finally) moving from their feature phones to smartphones, and there is much movement in the marketplace.
The smartphone market has evolved into replacement mode. Both Apple and Android smartphone makers know too well that a user beginning with their ecosystem is no guarantee that they will continue.
Many factors also affect whether smartphone users upgrade their smartphones. In China, in particular, a host of influences has affected purchase plans. These include shifts in the economy, nationalistic pressures, and increased challenges from Apple’s rivals based in China, such as Huawei and Xiaomi. Although speeds and feeds have been the fascination of technology media, users have other qualities in mind when they choose a platform. This is especially true for first-time smartphone users.
This analysis reports on the number of adults by their current and planned status, identifying the size of the market for those who intend to switch, plan to hold, are new to the market, and all other combinations of current and intended smartphone platforms.
Approach
To help measure the smartphone switcher market, we divided online adults into 16 groups. These are based on their usage and upcoming purchase plans for acquiring an iPhone or Android smartphone. Our analysis is of all online adults and includes adults who do not actively use smartphones, will be new to smartphones, and those who use more than one type. This TUPdate is based on the surveys of 13,561 online adults in the US, Germany, the UK, Japan, and China in August 2024. As part of the TUP/Technology User Profile questionnaire, we asked respondents to identify each smartphone they actively use, including its brand, operating system, and many other details. We also gathered their technology purchase plans for the upcoming twelve months, including purchase intentions for iPhone and Android smartphones.
Pro and con attitudes make AI a pushmi-pullyu
Awesome and shiny new technology is not enough to gain rapid, active, or sustained market acceptance. Even widely touted technological phenoms are not guaranteed to be as widely accepted, as we’ve seen with smart homes, smart speakers, 3D printers, IoT, and others. Also, even broad initial acceptance does not translate into engaged or sustained use. Gauging consumer sentiment is one measure of generative AI’s challenges and opportunities ahead, especially by comparing the views of those with hands-on experience to those waiting or avoiding.
Approach: This TUPdate is based on the attitudes of 12,032 online adults in the US, Germany, the UK, and Japan, selected and weighted to be representative of the online population. As part of the TUP/Technology User Profile 2024 wave, MetaFacts included questions about consumers’ attitudes and expectations of generative AI tools. The survey measured attitudes around the benefits active AI users are enjoying, hopes for the future, privacy concerns, usefulness, and hardware limits. We defined active AI use as a combination of regular activities involving AI tools, specific services like ChatGPT and Copilot, or a Copilot+ PC.
The continued decline of widespread personal computer use
Market penetration is one of the core overall measures affecting all manner of technology companies: hardware, software, services, and support. The key device types measured in this analysis are the active use of a home computer, an employer-provided “work” computer, or any other computer, such as one supplied by a university or in a library, cybercafé, or owned by a friend or neighbor. The primary measure reported in this TUPdate is the percentage of online adults in the US, Germany, the UK, Japan, or China actively using any of these computers.
Approach: This TUPdate is based on the surveys of 82,101 respondents in the US, Germany, the UK, Japan, and China from 2019 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to identify the active installed base of connected devices they use – smartphones, feature phones, computers, tablets, and game consoles. In addition, we had them specify the source of funds for the computers they use – home, work (employer-provided), or other (public, school, library, cybercafe, friend, etc.)