Among online Americans, Smartphones have reached the same penetration rate as PCs, partly due to some segments where PC usage has declined. Apple has propelled much of this growth, outpacing Android smartphones in nearly every segment. Windows PCs, while still dominant, have been gradually losing their lead and penetration rates among most segments. Usage of tablets has continued its slow decline, primarily due to lowered market penetration of iPads within most market segments.
Shift in device hours by socioeconomic groups
How different are advantaged from disadvantaged Americans in how intensively they use their technology devices? 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 hours connected devices – mobile phones, computers, and tablets – being used by each socioeconomic group.
Profile of Americans playing games using a connected device
Game-playing is more widespread than many people realize; a regular activity of 128.8 million online Americans. Those who only follow game consoles may not realize the extent of game-playing extending to smartphones, PCs, and tablets. Game-playing is an everyday activity for 59% of online Americans. This MetaFAQs profiles the group of game-players using connected devices, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age, age within gender, employment status, household size, and life stage.
Smart watch penetration among socioeconomic groups
Active use of a smartwatch grew strongly among Americans, rising from 20% of online Americans in 2018 prior to the pandemic and reaching 27% in 2021. Growth has not been uniform, however, as some groups have penetration of two-thirds where others are less than five percent. This MetaFAQs reports on the percentage of Americans regularly using a smartwatch by socioeconomic group. The groups being reported consider age group, employment status, household size, ethnicity, presence of children, educational attainment, and other socioeconomic factors.
Declining hours of connected device use
After peaking at the start of the COVID pandemic, the hours online adults use their connected devices have broadly declined. Across the US, Germany, and the UK, total device hours have even dropped below their pre-pandemic levels. This MetaFAQs report, based on the results of TUP research from 2016 through 2021, details the hours spent using home PCs, work PCs, smartphones, and tablets and how those hours have shifted.
Purchase plans for smartphones and tablets by OS, country, and age
Globally, more online adults plan to buy an iPhone than buy an Android smartphone. In purchase plans, iPads lead Android tablets even more substantially. The gap and direction vary by country and age of the respondent. This MetaFAQs reports purchase plans among online adults by device type, country, and age group.
Profile of American tablet game players
For most Americans, tablets are used for passive activities, from watching videos to web browsing. Game-playing is a regular activity for many. This MetaFAQs profiles the group of tablet game-players, representing 11% of online Americans, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age, gender, age within gender, life stage, and number of PCs used.
User activities reveal ecosystem strengths
While some may argue that a smartphone is a smartphone regardless of its ecosystem, users beg to differ, as shown by their actions. This MetaFAQs profiles activity usage differences between iPhones and Android smartphones, Windows PCs, Apple Macs, and Chromebooks, and iPads, Android, and Windows tablets.
Video doorbell use among socioeconomic groups
Smart home devices such as video doorbells are a helpful indicator of technology users’ interest and acumen. This MetaFAQs reports on the penetration rates for video doorbells among socioeconomically disadvantaged and advantaged groups, each defined by a combination of homeownership, ethnicity, age, employment status, racial/ethnic identity, and other factors.
Profile of American smartphone game-players
Fun is essential, even when standing in line, and a unique segment of game-players reach for their smartphones to play. This MetaFAQs profiles the sizable, if a casual, group of smartphone game-players, the 32% of online Americans using a smartphone to play games, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age, gender, age within gender, employment status, household size, and life stage.