Highlights: Consumer Electronics

Hearables are having a tumultuous time during the pandemic, and users adapt to shifting situations. Webcams are a significant force, as are wireless Bluetooth headsets, both pivotal for users working or schooling from home. Meanwhile, voice-enabled speakers have reached a plateau, reaching their largest share among neither the youngest nor oldest adults. Smartwatches have made inroads across nearly all age groups, especially younger employed adults.
This TUP Highlights report includes the following sections: purchase plans for wearables, hearables penetration, wearables penetration, trends in consumer electronics, the profile of hearables users, the profile of wearables users, the profile of key consumer electronics users, and device activities compared to consumer electronics.

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Profile of American VR Headset users

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.

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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.

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Active game-players by platforms

Game consoles get most of the attention in the gaming market. Many more online adults actively play immersive or other games using their connected devices – smartphones, tablets, or computers – than use game consoles. Outside of the US, Windows PCs outnumber smartphones as the game-playing platform of choice, especially in Germany and Japan. This TUP analysis reports on the number of online adults actively playing immersive or other games by platform type and country.

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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.

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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.

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American game players and their technology

Playing games with connected devices is widespread among American adults, while only a subset use game-focused equipment such as gaming PCs, gaming consoles, or VR headsets. This TUPdate reports on the share of adults regularly playing immersive/video or other games using their smartphones, PCs, or tablets, comparing them to the adoption rates of game-focused equipment.

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Highlights: Devices

There has been a sea change in which connected devices people use as well as how they use them. This TUP Highlights report details the trends in device ownership, the shifts between technology ecosystems, and market penetration levels. It spells out the major activities for each type of device, and how usage has changed. Furthermore, it details how many employees use personal devices for remote work.

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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.