Online adults are deeply engaged in various forms of entertainment, particularly gaming. Over half of American adults use their connected devices for playing games, watching videos, and listening to music, like online adults worldwide. Despite temporary disruption due to the pandemic, the game-playing rate bounced back and grew gradually, indicating its popularity as a staple pastime. This is based on our TUP/Technology User Profile 2022 survey of 13,641 online adults across the US, Germany, UK, Japan, and China, as well as similarly-sized waves from 2019.
Nevertheless, the usage of specialized gaming equipment like game consoles, gaming PCs, or VR headsets has remained limited. Sony, Nintendo, and Microsoft’s Xbox remain the global market leaders in consoles, each resonating with specific demographic groups and geographical locations. Gaming activities are part of the regular life of most online adults and span all age groups, with younger generations showing a particularly high adoption rate of newer technologies.
Despite a strong focus on gaming, more online adults use their devices for other entertainment activities like watching videos or streaming music. The global demand for gaming, whether casual or immersive, remains substantial, offering growth opportunities. With Apple recently entering the VR/AR/MR headset market, the industry is primed for potential expansion beyond its niche focus. Manufacturers may need to reconsider their current gaming-focused strategies to seize emerging opportunities effectively and broaden their market reach.
This TUPdate looks into the trend around game-playing with connected devices (smartphones, computers, tablets, game consoles), and the use of specialized game equipment (gaming PCs, game consoles). It profiles game-players by their age generation groups, household composition, and presence of children.
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