Employers lag in home computer provisioning

More workers use a home computer for work than use an employer-provided computer. With the onset of the pandemic, employees and employers alike suddenly scrambled for ways to get their work done. For many employees, especially knowledge workers, having access to a computer is vital. However, not all employers have supported remote workers by providing a computer, and instead have relied on employees using their home computers. Currently, in all countries surveyed except for the UK, more workers use a home PC for work-related activities than use a work computer.

This MetaFAQs reports on the percentage of remote workers and non-remote workers who use a home computer for work-related activities or use an employer-provided PC, across the US, Germany, UK, Japan, and China. Report [TUP_doc_2024_0129_hwpc] in TUP Lenses: PCs; Activities; Work/Life Balance

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Tech buying plan trends are stronger among remote workers

With the onset of the pandemic, remote workers rushed to outfit their homes or remote working locations with technology to help them communicate, work, and otherwise be productive. During this time, not all workers could acquire the technology they wanted since only in some cases did employers provide the desired technology. Following this peak, most interest in tech buying plans has waned and reverted to the mean.

This MetaFAQs reports on the purchase plans for remote workers within the next twelve months. It includes mobile phones (smartphones and feature phones), computers (desktops and laptops), tablets, and printers from 2020 through 2023. Each trend is also compared to workers who never work remotely. Report [TUP_doc_2024_0127_plat] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets; Consumer Electronics; Printers; Work/Life Balance

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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.

Game playing is widespread, although platform choices vary by generation

Playing games on an active, if casual, basis continues to be widespread, even as the choice of platforms is shifting. The worldwide and American trend away from regular PC use is affecting game playing and entertainment as much as productivity and creative activities. This year marks the first time that more American game players use a game console than a home PC.

This MetaFAQs reports on the number and percentage of online adults who regularly play immersive/action or other games using connected devices: a game console, home PC, gaming PC, primary PC, or smartphone. American adults are detailed by age generation and life phase: comprised of generation with educational and employment status. Report [TUP_doc_2024_0124_gami] in TUP Lenses: Activities, Game Consoles, Gaming PCs, and Game-Playing

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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.