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)
Game console usage sags among each generation; not game over among Gen Z
Game consoles have been a fixture among a sizable portion of adults for decades, although each earlier generation continues to lose interest. Since 2018, fewer adults in later generations have actively used a game console with each passing year.
This MetaFAQs reports on the multi-year change in the percentage of online adults in the US, Germany, the UK, Japan, and China who actively use a game console, split by age generation. Report [TUP_doc_2024_0130_cont] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing; Home Entertainment
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
Gameplayers shift platforms, drifting from consoles and PCs
Playing games is a regular activity for around half of online adults in the US, Germany, the UK, and Japan, a practice that has remained relatively steady since 2021. What has changed is the play platform of choice, as smartphones grow in favor while PCs and game consoles diminish. While Gen Z leads in gameplaying activity, the Boomer/Silent generations have increased their fun behavior, especially with smartphones.
This MetaFAQ reports on the percentage of online adults who regularly play games using a game console, smartphone, PC, gaming PC, or other connected device from 2021 through 2023. This information is split into generational age groups among Americans. Report [TUP_doc_2023_1227_gamt] in TUP Lenses: Mobile Phones; User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
Half of Gen Z Americans use a game console, unlike elders
Later generations heavily favor game consoles. Only a fourth of Gen X has embraced game consoles, while most millennials and Gen Z generations actively play with them. Console games are intriguing to these later generations for their immersion, demanding video, and the social aspect of sharing game-playing.
This MetaFAQs reports the percentage of online adults in the US, Germany, UK, Japan, and China using a game console by generation. Report [TUP_doc_2023_1203_cons] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
VR headsets, seeking acceptance, persist as virtual
Who hasn’t misplaced their phone or keys or wondered where their luggage was?
Using technology to help find items has reached a plateau. The percentage of online adults using a wireless item tracker such as Tile or Apple’s AirTag has remained flat between 2021 and 2023. Overall global active usage has subsided from one in six to one in eight online adults. Active penetration rates have dropped among groups such as Gen Z adults in the US, UK, Germany, and China.
This may have seemed like yet another device to help attract users into adopting or staying with technology ecosystems. It’s too early to see if it’s making a difference. The market penetration is too small.
This MetaFAQs reports on the percentage of online adults in the US, UK, Germany, Japan, and China who actively use a wireless item tracker such as from Tile or Apple’s AirTag. Report [TUP_doc_2023_1025_tile] in TUP Lenses: Consumer Electronics; Technology Ecosystems
Gamers pass the halfway mark
Gamers pass the halfway mark – Over half of the online adults in the US, UK, and highly-educated segments in China regularly play games using their connected devices. While Generation Z leads in game-playing rates, it’s a popular activity across all age groups. Interestingly, there’s no single predominant device for gaming. Smartphones are more prevalent for gaming than consoles among adults in many countries, particularly among Gen X and Boomers. While gaming PCs are gaining traction, their presence is still less than most platforms, barring tablets. Notably, only a minority of Gen X and Boomer players prefer tablets over gaming PCs. This MetaFAQs provides the detailed penetration of game-playing activity, segmented by platform, country, and generation. Report [TUP_doc_2023_1009_game] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing
Home entertainment activities among online Americans
Having fun is one of the main activities for which online Americans use their connected devices – smartphones, home computers, or tablets. In the time prior to and since Covid, there has been a shift in which devices online Americans mostly use for entertainment.
This MetaFAQs reports on the percentage of online Americans who regularly use their connected devices for entertainment activities, showing the four-year trend from 2019 through 2022 and drilling down into generational age groups and device types: smartphone, home computers, and tablets.
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.
Market potential for Apple Vision Pro and VR/AR/MR headsets
Apple has recently unveiled Vision Pro, a product with broader potential for applications well beyond the immersive-game orientation of many initial headsets. The presentation at the launch showcased Vision Pro’s versatility, demonstrating its potential ability to revolutionize a host of activities of many types: entertainment, communication, collaboration, productivity, creativity, and videography. Furthermore, the demo subtly highlighted the potential benefits of Apple’s ecosystem and tighter integration.
Interestingly, gaming and industrial applications, frequently highlighted in the launches of competing VR/AR/MR (Virtual Reality, Augmented Reality, Mixed Reality) headsets, were not included in the Vision Pro demo. This divergence indicates a strategic focus away from a unique niche segment of the market.
Analyzing consumer technology trends requires tracking behaviors, a practice underscored by years of TUP/Technology User Profile research. The mantra that ‘actions speak loudest’ remains as pertinent today as ever. The activities people engage in are the most reliable indicators of consumer technology adoption patterns. It is less about which devices or electronics consumers use; their behaviors are the most important.
An intriguing insight from TUP’s ongoing research is that people switch devices quickly and alter their behavior slowly. Consequently, it becomes crucial to explore the number of people who regularly engage in any given activity, which the research does in detail.
The research also sets out to identify the market size for each of these activities. It quantifies how many people participate in a broad range of these activities.
Furthermore, the report also highlights demographic details, Apple’s brand loyalty, and current VR headset penetration rates. By doing so, the study is expected to offer valuable insights into the potential future for VR/AR/MR headsets such as Apple’s Vision Pro.