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.
Highlights: Devices
There has been a sea change in which connected devices people use as well as how they use them. This TUP Highlights report details the trends in device ownership, the shifts between technology ecosystems, and market penetration levels. It spells out the major activities for each type of device, and how usage has changed. Furthermore, it details how many employees use personal devices for remote work.
Technology profile of low income renters
During the pandemic, low-income American renters were a large segment of Americans strongly disrupted by shutdowns, work interruptions, and even evictions. This historically socioeconomically disadvantaged market segment has the potential to benefit from technology that can enable less dangerous occupations, although starting from lower-than-average market penetration levels. This MetaFacts TUPdate report details how far below average this segment is in their use of connected devices, which types of devices they are (and aren’t) using, and how often they’re using what they have. Furthermore, it quantifies how many online adults in this segment do (and don’t) work from home.
Profile of American Sony game console users
Nearly a quarter of online Americans use a Sony game console, a higher penetration rate than competitors. Usage is most substantial among the youngish males, dropping off steeply above age 44. This MetaFAQs report profiles American Sony game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group, gender, age within gender, employment status, presence of children, 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. It reports on American Sony game console users’ competitive position by those who additionally use Nintendo and Microsoft game consoles.
Smart speakers among young and old
How deeply have smart speakers penetrated technology users’ lives? From 2019 to 2021, has market penetration shifted very much? Which age group has adopted smart speakers more quickly and deeply than others? How different is this in the US than in the UK or Germany or Japan? This TUP analysis reports on the percentage of online adults that actively use a smart speaker.
Technology profile of Asian American college graduates
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 aged 18 and older who have graduated college and identify as Asian – 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.
Online banking among socioeconomic groups
Using smartphones, PCs, or other connected devices for online banking is widespread, but not ubiquitous. Fewer American adults with lower income or less educational attainment use online banking than those with higher income or technically savvy. This MetaFAQs reports on the active usage of online banking among socioeconomically disadvantaged and advantaged groups, each defined by a combination of household income, educational attainment, homeownership, ethnicity, age, employment status, racial/ethnic identity, and other factors.
Technology wealth of American generations
Which American generation has the largest collection of connected devices? How much does each generation have of the active installed base? This TUP analysis reports on the total number of connected devices – mobile phones, PCs, tablets, and game consoles – by generational cohort – GenZ, Younger/Older Millennials, Younger/Older GenX, Younger/Older Boomers, and before.
Technology profile of multi-ethnic Americans aged 18-49
Online Americans that identify as multi-ethnic and are aged 18-49 are unique in many ways. This TUP reports on this group and which active connected devices they use, how many they regularly use, how intensively they use them, and their work from home status.