Economic pressures have supported younger adults, often with lower employment rates and limited funds, in turning toward acquiring technology from friends, family, or the refurbished device market. Refurbished or used smartphones are more widely used in the UK than in many other countries. Usage is especially high among adults aged 18 to 24 as compared to other age groups, a finding that is consistent across the US, Germany, the UK, Japan, and China. Generally, the use of a used/refurbished smartphone shrinks with age.
This MetaFAQs reports on the percentage of smartphone users who are using a used/refurbished smartphone by country. Report [TUP_doc_2024_0121_yref] in TUP Lenses: Devices; Mobile Phones; User Profile
Family size influences connected device use
In larger households, adults tend to spend more time on digital devices compared to those in smaller households. Adults in larger households use their connected devices more hours per week than those in smaller households. This pattern holds among online Americans, Britons, Japanese, and Chinese. Among German adults, the pattern is bimodal, with usage highest among German adults with 3 persons in their household.
This MetaFAQs reports on the average (mean) weekly hours online adults use their connected devices (computers, smartphones, tablets) during a week. Report [TUP_doc_2024_0119_busy] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets; User Profile; Households
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
In-country computer use: age matters
Computers such as Apple Macs, those running Microsoft Windows or ChromeOS are being used by most online adults worldwide, although penetration rates vary by age group within countries. In the US and Japan, computer users skew older. In the UK and China, computer users skew somewhat younger, although not strongest among adults aged 18 to 24. Instead, a growing group of online adults rely on smartphones for everyday activities and turn to computers for a declining subset of things they regularly do.
This MetaFAQ reports on the percentage of online adults who actively use a computer that they acquired with personal funds (a home computer), one provided by an employer (work/self-employed), or from someone else (a school, library, government, neighbor, or other). Report [TUP_doc_2024_0115_agpc] in TUP Lenses: Devices; PCs; User Profile
Early generations cling to Android tablets
The tablet market has been dominated by Apple’s iPads and a hodgepodge of Google Android tablets. There is a strong positive association between a user’s smartphone operating system and that of their tablets. Google Android tablets have their strongest share among German adults, especially those in earlier generations. Gen Z adults seem to have little appetite for Google Android tablets, even within Germany.
This MetaFAQ reports on the percentage of adult tablet users using a Google Android tablet, split by country and age generation. Report [TUP_doc_2024_0108_andt] in TUP Lenses: Tablets
Used and refurbished computer market health and youth
The market for used or refurbished computers is healthy, steady, and widespread. It is a common and ongoing practice among adults in the US, Germany, UK, and Japan. There is a youthful skew, especially among younger Americans.
This MetaFAQ reports on the percentage of home PCs acquired as used or refurbished, split by country and user age group.
Gameplayers shift platforms, drifting from consoles and PCs
Playing games is a regular activity for around half of online adults in the US, Germany, the UK, and Japan, a practice that has remained relatively steady since 2021. What has changed is the play platform of choice, as smartphones grow in favor while PCs and game consoles diminish. While Gen Z leads in gameplaying activity, the Boomer/Silent generations have increased their fun behavior, especially with smartphones.
This MetaFAQ reports on the percentage of online adults who regularly play games using a game console, smartphone, PC, gaming PC, or other connected device from 2021 through 2023. This information is split into generational age groups among Americans. Report [TUP_doc_2023_1227_gamt] in TUP Lenses: Mobile Phones; User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
American and German household size associated with device newness
Americans and Germans in larger households tend to have newer devices than those in smaller households, a trend that has been forming since 2019. For example, the average age of an American adult’s primary device in households with four or more people is 1.7 years, a full year newer than the age in 2018. Similarly, among adults in larger households in Germany, the current device age is 1.9 years versus three years in 2018. There’s less difference in the UK, Japan, and China.
This MetaFAQ reports on the average (mean) age of the primary device in active use – smartphone, feature phone, computer, tablet, or game console. The averages are split by country and household size. Report [TUP_doc_2023_1222_famt] in TUP Lenses: Devices; User Profile; Households
Modern communication shifts to coalesce around three modes
Communication methods have evolved over the past few decades. While landlines were once predominant, they’ve now taken a back seat. Asynchronous communication, like email, offers the advantage of connecting without simultaneous availability, often more convenient and effective. Text messaging, in particular, has experienced a significant rise, now standing as a leading communication method alongside emails.
Interestingly, while smartphones are labeled “”phones,”” their initial use leaned more toward texting than calling. However, synchronous communication methods are making a comeback on these devices. Email, text messaging, and phone calls share nearly equal user numbers, showcasing varied preferences among users.
Our communication choices often depend on reciprocation, given its two-way nature. As a result, user groups may flock together toward specific communication modes, either adopting new methods or moving away from older ones.
Later generations, specifically Gen Z, have been experimenting with alternative communication modes beyond email, texting, and phone calls, only recently returning to levels nearly as high as those before the onset of the pandemic. Earlier generations have increased their use of these three communication modes even while navigating a shift from computers to smartphones.
This TUPdate reports on the share of online adults using their connected devices for any of the three major communication activities – personal phone calls, emails, or text messages. It reports on the trends from 2017 through 2023, highlighting the shifts that took place following the onset of the pandemic. Furthermore, it details the differences in communication behaviors between generational age groups. Report [TUP_doc_2023_1212_comt] in TUP Lenses: Activities; Communication
Half of Gen Z Americans use a game console, unlike elders
Later generations heavily favor game consoles. Only a fourth of Gen X has embraced game consoles, while most millennials and Gen Z generations actively play with them. Console games are intriguing to these later generations for their immersion, demanding video, and the social aspect of sharing game-playing.
This MetaFAQs reports the percentage of online adults in the US, Germany, UK, Japan, and China using a game console by generation. Report [TUP_doc_2023_1203_cons] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing