Apple leads competitors in brand footprint dominance

Apple has continued its dominance of the brand footprint, with half of most online adults using at least one of their iPhones, Macs, or iPads. Market penetration for computer makers is shrinking.
This MetaFAQs reports on the percentage of online adults in the US, Germany, UK, Japan, and China who are using any smartphone, computer, tablet, or game console from Apple, Samsung, HP, Dell, Sony, Microsoft, Nintendo, Lenovo, Google, Acer, Asus, or LG.

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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 Americans who bought a home PC during the pandemic

The pandemic brought with it a lot of changes to how Americans live and work. Many had to adjust to working from home for the first time, and this often meant a new need for tech—especially home PCs. 56.4 million Americans—26% of all online American adults—bought a home PC during the pandemic. This MetaFAQs profiles those who bought a home PC during the pandemic by several critical demographic and behavioral factors distinctive from the average American online adult: age and gender; employment status; presence of children; household size; life stage (age, employment status, presence of children); number of home PCs; work from home status (current, expected, and before the pandemic); and
brand of home PC. Report [TUP_doc_2022_0506_pand] in TUP Lenses: Work/Life Balance, PCs.

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Profile of Americans using Dell PCs

Dell PCs are so widely distributed that their users nearly mirror the population of online American adults. Dell PC users constitute just short of a quarter of all online American adults and cover a wide range of demographics.

This MetaFAQs reports on Americans who regularly use a Dell PC in 2021 by age and gender, life stage, number of home PCs, and technology ecosystem.

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Profile of Americans using gaming PCs

Dan Ness, Principal Analyst, MetaFacts, October 9, 2021

Profile of Americans using gaming PCs

  • All online American adults who regularly use a gaming PC
    • They number 25.3 million – 12% of all online American adults
    • Defined as using a “Gaming desktop or gaming notebook – designed for playing video games, such as with special video cards and extra memory”
  • Profiled by characteristics that are distinctive
    • Only profiled by those characteristics which have an index of 80 or below and 120 and above – those which are 20% above or below the average by category 
  • Expressed as market penetration – the percentage of online adults within each group
  • Distinctive characteristics profiles
    • Age, gender, age within gender
    • Employment status
    • Presence of children
    • Household size
    • Life stage (age, employment status, presence of children)
    • Number of home PCs used
    • Technology ecosystems
  • Characteristics examined and not found to be distinct
    • Educational attainment

Americans who regularly use a gaming PC by age group

  • Gaming PC users skew younger
    • Game console use is strongest among the youngest American adults – aged 18-44
    • Penetration among online Americans aged 18-44 is 19%-20%
  • Beyond age 45, the rate drops steeply
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