Highlights: Game Consoles, Gaming PCs, and Game-Playing

Playing games is a widespread pastime about much more than game consoles. Although game console users are numerous and active, many adults play immersive and other games using their smartphones, computers, and tablets. VR headsets are also starting to make a dent in the market, beginning with the most active gamers who aren’t necessarily the youngest adults.
This TUP Highlights report includes the following sections: the profile of gaming wearables users, top platforms for game-playing, the profile of game-players, the profile of gaming PC users, the profile of game console users, and the profile of smartphone game-players.

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Tablets – Highlights

Tablets continue to seek a solid home, major use cases, and most vital segments. Currently, the largest groups of users are passive, older, or entrenched in the Apple or Google ecosystem. While Apple continues to lead and increase its share, other makers like Samsung are seeing withering penetration. Incidental and passive activities from web browsing, shopping, movie-watching, and checking email haven’t been unique enough on tablets to entice users away from their smartphones or computers.
This TUP Highlights report includes the following sections: the profile of tablet users, trends in tablets, top tablet brands, top tablet activities, unique tablet activities, and trends in technology ecosystems.

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Profile of American gaming notebook PC users

Gaming computers are optimized for intensive play, and laptops/notebooks add a dimension of mobility. Their extra functionality makes them both desired and exotic. Currently, only one in twenty-five online Americans uses a gaming notebook PC.

This MetaFAQs profiles gaming notebook users by their age (not all are aged 18-24), age within gender (higher use among younger men than women), employment status, life stage (age, employment status, presence of children), number of home computers, and mix of technology ecosystems. Furthermore, it reports game-playing with smartphones, tablets, game consoles, and VR headsets.

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Communication TUP Lens Highlights

During the pandemic, employees suddenly working from home accelerated their use of videoconferencing, home computers, and other connected devices. Similarly, those not employed outside the home sought ways to stay connected with others or help their students continue their education. Communication activities ranging from videoconferencing to video calls, email, group chats, and text messaging are at the heart of these connections. Market adoption has not been assured nor evenly distributed, as only some segments adopted behaviors they continued. Meanwhile, other segments dallied with new communication methods and then returned to their old ways.
This TUP Highlights report includes the following sections: communication activities by device type, communication activities among those working from home, devices used for work-related communication, and top communication activities.

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Highlights: Wearables, Hearables, Listening & Speaking

Entertainment, communication, and smart homes have all evolved beyond requiring typing on a keyboard or sitting near PC speakers. Wearable and hearables have extended a broad range of audible activities further towards a more personal convenience. However, active usage of any wearables or hearables has varied considerably across market segments. While Bluetooth headphones are widespread, VR headsets persist as niche products among a younger, more affluent, and tech-savvy segment. Smart speakers, in contrast, are showing signs of having peaked after rising in use among a middle market.
This TUP Highlights report includes the following sections: wearables penetration, hearables penetration, wearable devices used, trends in wearables and hearables, purchase plans for wearables, listening activities, penetration of voice assistant usage, the profile of voice assistant users, the profile of hearables users, and the profile of wearables users.

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Profile of American gaming desktop PC users

Having fun and winning is essential to many Americans, and some buy specialized desktop PCs designed for optimal performance and upgradeability. This MetaFAQs profiles the small, hardy group of intensive mobile gamers, the 8% of online Americans actively using gaming desktops, detailing the critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, number of home PCs used, and mix of technology ecosystems.

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Highlights: Consumer Electronics

Hearables are having a tumultuous time during the pandemic, and users adapt to shifting situations. Webcams are a significant force, as are wireless Bluetooth headsets, both pivotal for users working or schooling from home. Meanwhile, voice-enabled speakers have reached a plateau, reaching their largest share among neither the youngest nor oldest adults. Smartwatches have made inroads across nearly all age groups, especially younger employed adults.
This TUP Highlights report includes the following sections: purchase plans for wearables, hearables penetration, wearables penetration, trends in consumer electronics, the profile of hearables users, the profile of wearables users, the profile of key consumer electronics users, and device activities compared to consumer electronics.

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