So far, virtual reality has been a dream, only being actively used by a small number of creative and fun-loving pioneers. Within the TUP 2021 survey, MetaFacts identified 358 respondents that report regularly wearing VR headsets.
This MetaFAQs report details their game-playing activities, including which devices they regularly use, along with their demographic and technological profile.
Profile of American immersive/video game-players
Playing games is more than a casual pastime for many, especially those who play immersive & video games. This MetaFAQs reports on the number of Americans who regularly use any of their connected devices to play immersive/video games – game consoles, smartphones, computers, tablets, or more than one. The report profiles respondents by age, gender, life stage, and other characteristics. Further, it reports on the other unique activities and consumer electronics this fun-loving group enjoys, including VR headsets and home projectors.
Profile of American Microsoft game console users
Truly active gamers love their game consoles, including Microsoft’s Xbox. However, that love is not exclusive since a fifth of Microsoft’s game console users also use a Nintendo, and a fifth uses a Sony game console. Microsoft has only reached 14% of all online Americans, primarily among younger males. This MetaFAQs report profiles American Microsoft game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, life stage, and mix of technology ecosystems. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet.
Profile of American Nintendo game console users
While 19% of all online Americans use any Nintendo game console, penetration is highest among the youngest male and female adults. This MetaFAQs report profiles American Nintendo game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. Also, it reports on the competitive mix, with the percentage of American Nintendo game console users using Sony and Microsoft game consoles.
Profile of American Sony game console users
Nearly a quarter of online Americans use a Sony game console, a higher penetration rate than competitors. Usage is most substantial among the youngish males, dropping off steeply above age 44. This MetaFAQs report profiles American Sony game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group, gender, age within gender, employment status, presence of children, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. It reports on American Sony game console users’ competitive position by those who additionally use Nintendo and Microsoft game consoles.
Virtual reality headset use among socioeconomic groups
VR headsets have received recent attention again after more than a decade of on-again/off-again experimentation with limited market acceptance. While the overall penetration rate of actively-used VR headsets has reached 5% for the first time in 2021, usage rates vary considerably across socioeconomic groups. Having the means to acquire all that’s needed to fully enjoy VR headsets isn’t the only factor affecting adoption as even some upper-income groups are only nominally further ahead than other less advantaged groups. The groups being reported consider age group, employment status, household size, ethnicity, presence of children, educational attainment, and other socioeconomic factors.
Game-playing trends – convenience gamers, dedicated gamers, and device-gamers [Highlights]
Overview Playing games is a regular activity for most adults whether using game consoles or gaming PCs, or any of their connected devices – mobile phones, tablets, or PCs. Convenience Gamers – those using only a connected device to play games – have near-equal market penetration to Dedicated Gamers – users of game consoles or…