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Tag: Age group

Posted on February 22, 2024September 27, 2024

The size of the active creative class

Renewed attention on AI (Artificial Intelligence) includes substantial promises to enhance the creative output of everyday users, something millions of people are already doing. Decades before widespread AI capabilities were incorporated into apps or hardware or even touted as feature enhancements, creative activities have been a regular part of many computer users’ lives and careers. The earliest adopters of any AI technology – and those that will continue to use and value the services – will be the already active creators. Non-creatives will show some initial curiosity, followed by disengagement. The extent of AI use by non-creatives will be is as a free or bundled enhancement service.

This MetaFAQs reports on the percentage of online adults who regularly create graphics or presentations or use professional creative software. Each activity is further split by personal versus work-related use and age generation. The research results are based on 12,003 US, German, UK, and Japanese respondents. Report [TUP_doc_2024_0222_crea] in TUP Lenses: Activities; User Profile; Devices

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Posted on January 22, 2024September 25, 2024

Creative activities niche may underpin AI for some

Generative AI has received much attention, and much of the hyperbole around widespread adoption rests on the assumption that people will suddenly become creative. A more likely adoption scenario is that the users already actively creating content will be the first to incorporate any AI into their workflows.

This MetaFAQs reports on the percentage of online adults worldwide and in the US who regularly do any of a set of selected creative activities—creating graphics or presentations or using professional creative software—further split by whether the activities are for personal or work-related needs. This is split by device type, age, and generation and trended from 2020 to 2023. Report [TUP_doc_2024_0122_crea] in TUP Lenses: Activities, User Profile

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Posted on January 16, 2024May 20, 2024

Game consoles continue among the young at heart after an early pandemic surge

The active use of a game console is primarily the domain of younger adults. However, the entertainment devices are not limited to the youngest adults as market penetration remains nearly as high among 40-somethings as among the age 18 to 24 adult. Following the onset of the pandemic, game console penetration reached new highs among most age groups and countries, only to settle back towards historical levels.

This MetaFAQs reports on the percentage of online adults actively using a game console split by age group and country. Report [TUP_doc_2024_0216_yapt] in TUP Lenses: User Profile; Game Consoles, Gaming PCs, and Game-Playing

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TUP TOPICS

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