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 the number of online adults actively playing immersive or other games by platform type and country.
Home gaming notebook/laptop usage & plans by socioeconomic groups
Home gaming laptops/notebooks have persisted as a small yet steady niche among online Americans. Since 2018, 2% of online Americans have regularly used a gaming laptop, and this number is strongly skewed toward young Americans.
This MetaFAQs reports on the penetration of gaming laptops with a detailed trend from 2018 through 2022. Research results are split by age group, generation, socioeconomic groups, and life stage. Furthermore, this report includes analysis of purchase plans for the next 12 months.
Home gaming desktop usage & plans by socioeconomic groups
Home gaming desktops have persisted as a steady niche among online Americans. Since 2018, 4% to 6% of online Americans have regularly used a gaming desktop, and this group is strongly skewed toward young Americans.
This MetaFAQs reports on the penetration of gaming desktops with a detailed trend from 2018 through 2022. Research results are split by age group, generation, socioeconomic groups, and life stage. Furthermore, this report includes analysis of purchase plans for the next 12 months.
Brief profile of American game console users
American adults actively using game consoles are not all young males, even while this group dominates. Many are employed full-time or part-time and raising families. Game consoles are just one device they use for fun.
This MetaFAQs profiles active adult users of game consoles by age, gender, life stage, and employment status. It also reports on the penetration of game consoles among users of other devices for play – VR headsets, gaming computers, and everyday computers, smartphones, and tablets.
Highlights: Households
American households have embraced technology products and services in a big way for home entertainment, finances, shopping, and even working from home. This TUP Highlights report reports on important usage shifts and trends among American households: game consoles, smartwatches, printers, streaming music, video doorbells, VR headsets, and much more. Further, this report identifies the changes from 2019 to 2021 among socioeconomic groups that have been historically advantaged or disadvantaged. Included are the shifts in penetration rates for smartphones, PCs, home PCs, tablets, and home printers for the total market as well as within major market segments.
Highlights: User Profile
Sociodemographically distinct groups vary in composition, technology devices and services, and how they use what they have. Most advantaged groups have bolstered their technology collection during the pandemic and increased their usage levels. Most disadvantaged segments, meanwhile, have used what they have at hand more so than acquiring newer technology. Older millennials have the wealthiest collection of technology devices, well above that of every other age group. This TUP Highlights report includes the following sections: usage segments, segments, and trends in segments.
Highlights: Technology Ecosystems
While some device makers focus on speeds, feeds, and features, others are playing the long game to build long-term customer loyalty through ecosystems. This TUP Technology Ecosystems Highlights report reports on the size of leading technology ecosystems, which types of devices are dominating (or not), and their longer-term trends. It details the unique activities users focus on within certain ecosystems, and profiles each ecosystem’s users.
Highlights: Home Entertainment
Home is where the fun is, enhanced by VR headsets, game consoles, smart speakers, smartphones, tablets, and computers. Home entertainment using technology devices and services is dominated by younger adults and parents, although not entirely so.
This TUP Highlights report includes the following sections: the profile of home entertainment users, home entertainment devices, and home entertainment trends.
Highlights: Game Consoles, Gaming PCs, and Game-Playing
Playing games is a widespread pastime about much more than game consoles. Although game console users are numerous and active, many adults play immersive and other games using their smartphones, computers, and tablets. VR headsets are also starting to make a dent in the market, beginning with the most active gamers who aren’t necessarily the youngest adults.
This TUP Highlights report includes the following sections: the profile of gaming wearables users, top platforms for game-playing, the profile of game-players, the profile of gaming PC users, the profile of game console users, and the profile of smartphone game-players.
Highlights: PCs
PCs continue to hold a central role among online adults, especially as a substantial number work from home or find ways to stay connected. However, PC users are not all the same in the type of PC they use nor how they use them. This TUP Highlights report details the shifting market penetration of PCs, how ownership has changed, and which brands are leading. It details how often PCs are being used as well as how they are being used for everything from remote work to communication, shopping, and entertainment.