Remote workers pay their own phone bills

Most remote workers cover their smartphone costs, even for work use. That is true regardless of whether they use their smartphones for work-related activities. For a fraction of workers whose fees are curtailed by the employer, workers in the UK have the highest share of being supported for their 2nd smartphone, with workers in Germany being a close second. Workers in Japan have the highest share of reimbursement for their primary smartphone. This compares to the related finding that home computers used for work are also primarily paid for by the worker, not the employer.

This MetaFAQs reports on the percentage of online workers– full-time, part-time, or self-employed– who have their 1st, 2nd, and 3rd smartphone’s fees paid for or reimbursed by their employer, for the US, Germany, UK, Japan, and China. Report [TUP_doc_2024_0207_empc] in TUP Lenses: Mobile Phones; Work/Life Balance

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Game playing is widespread, although platform choices vary by generation

Dan Ness, Principal Analyst, MetaFacts, January 24, 2024

Summary

Playing games on an active, if casual, basis continues to be widespread, even as the choice of platforms is shifting. The worldwide and American trend away from regular PC use is affecting game playing and entertainment as much as productivity and creative activities. This year marks the first time that more American game players use a game console than a home PC.

This MetaFAQs reports on the number and percentage of online adults who regularly play immersive/action or other games using connected devices: a game console, home PC, gaming PC, primary PC, or smartphone. American adults are detailed by age generation and life phase: comprised of generation with educational and employment status.

Newer generations, focused platforms

  • That game playing is tilted toward younger generations may come as no surprise, although the choice of platforms varies by generations
  • Gaming PCs are highly skewed towards Gen Z and millennials, with these two generations comprising almost 90% of the active base of adult users
  • At the other end of the spectrum, boomers make up effectively the same relative share (12%) of adults playing games on connected devices, smartphones (12%), home computers (13%), and their primary PCs (11%)
  • It’s interesting that Gen X embraces game consoles at twice the rate of using a gaming PC. This reflects a growing inertia among Gen X adults who continue using game consoles instead of adopting relatively newer gaming PCs.
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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.