Worldwide and in each country surveyed, the most-used combination of devices is to have a home computer, a smartphone, and no tablet. Having all three of these or only a smartphone are 2nd and 3rd and nearly equal. In Germany and China, using only a smartphone is ranked a distant 3rd. Conversely, in Japan, using all three is a distant 3rd. There is no significant difference by age group. Report [TUP_doc_2024_0125_comb] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets
Computer refresh rates keep on, buoyed by later generations
With the onset of the pandemic and related economic shifts, computer acquisition patterns did not spike substantially. After reaching a peak of new computer use in 2021, the share of Americans and Germans using a computer acquired in the prior 12 months has subsided.
This MetaFAQs reports the percentage of online adults using a computer acquired in the prior year, split by country and age generational group. Report [TUP_doc_2024_0125_newt] in TUP Lenses: Devices; PCs; User Profile
Printer market highlights and trends
The printer market enjoyed an early pandemic bump, but the long-term decline in printer use has returned, following the decline in computer use and the increase in smartphone, cloud, and social network usage. The latest generation – Gen Z – has not embraced printing, and when they do print, it’s often with a borrowed printer or printing service. A focus on certain groups of productivity and classic printing activities may renew attention to printing.
This TUPdate presentation highlights trends in the market demand for printers and printing, drawing on results from TUP in 2010 to the present, which are based on surveys of over 105,000 American online adults. In addition to printer-specific brands and printing activities, it includes the long-term trends affecting printers. These trends include: the growing shift to smartphone use, the declining use of personal computers, and the habits and preferences of later generations (Gen Z) versus those of earlier generations (Boomers and Silent Generation). It provides a review of printers in the market, who’s using them, why they’re using them (or not), and how forces in the economy and long-term trends in technology usage have an impact on the printer market. Report [TUP_doc_2024_0125_prtr] in TUP Lenses: Printers; Activities; User Profile
Game playing is widespread, although platform choices vary by generation
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. Report [TUP_doc_2024_0124_gami] in TUP Lenses: Activities, Game Consoles, Gaming PCs, and Game-Playing
Smartphone hours exceed computer hours in most countries
Adults spend more time using smartphones than computers in most countries surveyed. Online Americans use their smartphones for 5.1 billion hours per week and computers – at home, work, school, or others – for 4.5 billion hours per week. In Germany, online adults use their smartphones, computers, and tablets for a total of 2.8 billion weekly hours, half of which are while using computers.
This MetaFAQs reports on the billions of weekly hours adults use their smartphones, computers, and tablets in the US, UK, Germany, Japan, and China. Report [TUP_doc_2024_0123_hour] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets; Activities
Creative activities niche may underpin AI for some
Generative AI has received much attention, and much of the hyperbole around widespread adoption rests on the assumption that people will suddenly become creative. A more likely adoption scenario is that the users already actively creating content will be the first to incorporate any AI into their workflows.
This MetaFAQs reports on the percentage of online adults worldwide and in the US who regularly do any of a set of selected creative activities—creating graphics or presentations or using professional creative software—further split by whether the activities are for personal or work-related needs. This is split by device type, age, and generation and trended from 2020 to 2023. Report [TUP_doc_2024_0122_crea] in TUP Lenses: Activities, User Profile
Youth using used smartphones
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