Background: Wireless item trackers such as Apple AirTags or from Tile have reached beyond double-digit market penetration. For technology market leader Apple, the devices hold the promise of extending the depth of user engagement with and reliance on the Apple ecosystem. Location sharing is a double-edged sword, since it increases the risk of a privacy breach while simultaneously offering enhanced convenience.
Approach: This MetaFAQs is based on the responses of 7,537 online adults from the MetaFacts TUP/Technology User Profile 2024 wave. It reports the percentage of online adults using an item tracking device such as an Apple AirTag or Tile. Respondents are profiled by age, gender, generational life phase, detailed employment status, presence of children, household size, use of Apple, Windows, and Android devices, and plans to acquire a wireless item tracker in the next 12 months.
The sizzle is fizzling in game-specific devices while gamers find ways to play with whatever they have
Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)
The connection between AI-assisted activities and home printing
Background:
Home printers have been declining in market penetration and usage for years. Before the pandemic, adults worldwide relied less on home computers or home printers and more on smartphones, tablets, or, for some of the employed, work computers and work printers. With the onset of the pandemic, many employees, students, and parents turned to home printers to get their work or schooling done. Recent widespread attention to AI holds the promise of a home printing resurgence as early adopters tap into their creativity or learning using AI tools, potentially sparking renewed interest in printing their creations.
Approach:
MetaFacts surveyed 12,032 online adults in the US, Germany, UK, and Japan as part of its annual TUP/Technology User Profile 2024 study. Within the survey, along with detailing the home printers respondents regularly use, we have them report about their printing activities. They also detail the activities they regularly do with their connected devices and those they do with assistance from an AI tool. Additionally, we assess their attitudes about AI’s ability to help them be more creative or productive.
Tech use grows with household size
Adults in larger households worldwide use more devices than those in smaller households, a trend that has been established for years. Even as people are using fewer devices, those with more people in their households continue to use more devices than the adults in smaller households. One key factor influencing a higher usage profile is the presence of children, especially school-aged kids. Also, many smaller households are composed of older adults or those not employed outside of the household. All of these are contributing factors towards the greater use of technology devices and services.
This MetaFAQs reports on the average (mean) number of devices actively used (phones, computers, tablets) by adults by household size and country. Report [TUP_doc_2024_0217_many] in TUP Lenses: User Profile; Households
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
A large and growing share of online adults live alone
Many technology services have focused efforts on gaining subscriptions among families, including offering family plans that specifically reward households with many members. A sizable and growing share of the online population is excluded from those offers due to the growing share of adults living alone. In every country surveyed from 2017 to 2023, the share of online adults with only one person in the households is higher than ever.
This MetaFAQ reports on the percentage of online adults who live in a household of only one person, split by country: US, Germany, UK, Japan, and China’s and India’s upper-socioeconomic adults. Report [TUP_doc_2024_0111_alot] in TUP Lenses: User Profile; Households
American and German household size associated with device newness
Americans and Germans in larger households tend to have newer devices than those in smaller households, a trend that has been forming since 2019. For example, the average age of an American adult’s primary device in households with four or more people is 1.7 years, a full year newer than the age in 2018. Similarly, among adults in larger households in Germany, the current device age is 1.9 years versus three years in 2018. There’s less difference in the UK, Japan, and China.
This MetaFAQ reports on the average (mean) age of the primary device in active use – smartphone, feature phone, computer, tablet, or game console. The averages are split by country and household size. Report [TUP_doc_2023_1222_famt] in TUP Lenses: Devices; User Profile; Households
A large share of online adults live alone
A sizeable share of the online public live alone, especially in Germany, yet also in the US, UK, and Japan. This research finding has implications for technology marketers, since our TUP data also shows that one-person households behave differently than those with many people, especially with children. Solo households buy technology products less often, have fewer products and services, and have different needs. Report [TUP_doc_2023_1107_alon] in TUP Lenses: User Profile; Households
American and German household size associated with device newness
Americans and Germans who live alone or with just one other person tend to have older devices compared to those in bigger households. For instance, 41% of Americans in households with four or more people got their main device in the last year. This is more than the 28% of Americans in smaller households of one or two people. This trend also holds true in Germany. But in the UK, Japan, and China, there’s less of a difference.
One factor behind this is that larger households often have kids. Having children in the household is linked to using technology more actively and being more open to new tech products and services. This MetaFAQs is based on TUP 2023 results.
Gaming trends and user profile
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.