Tablets – Highlights

Tablets continue to seek a solid home, major use cases, and most vital segments. Currently, the largest groups of users are passive, older, or entrenched in the Apple or Google ecosystem. While Apple continues to lead and increase its share, other makers like Samsung are seeing withering penetration. Incidental and passive activities from web browsing, shopping, movie-watching, and checking email haven’t been unique enough on tablets to entice users away from their smartphones or computers.
This TUP Highlights report includes the following sections: the profile of tablet users, trends in tablets, top tablet brands, top tablet activities, unique tablet activities, and trends in technology ecosystems.

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Profile of American gaming notebook PC users

Gaming computers are optimized for intensive play, and laptops/notebooks add a dimension of mobility. Their extra functionality makes them both desired and exotic. Currently, only one in twenty-five online Americans uses a gaming notebook PC.

This MetaFAQs profiles gaming notebook users by their age (not all are aged 18-24), age within gender (higher use among younger men than women), employment status, life stage (age, employment status, presence of children), number of home computers, and mix of technology ecosystems. Furthermore, it reports game-playing with smartphones, tablets, game consoles, and VR headsets.

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Highlights: Wearables, Hearables, Listening & Speaking

Entertainment, communication, and smart homes have all evolved beyond requiring typing on a keyboard or sitting near PC speakers. Wearable and hearables have extended a broad range of audible activities further towards a more personal convenience. However, active usage of any wearables or hearables has varied considerably across market segments. While Bluetooth headphones are widespread, VR headsets persist as niche products among a younger, more affluent, and tech-savvy segment. Smart speakers, in contrast, are showing signs of having peaked after rising in use among a middle market.
This TUP Highlights report includes the following sections: wearables penetration, hearables penetration, wearable devices used, trends in wearables and hearables, purchase plans for wearables, listening activities, penetration of voice assistant usage, the profile of voice assistant users, the profile of hearables users, and the profile of wearables users.

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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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Fun zone? The gap between game players and console use

The demand for playing games has gotten ahead of game consoles. More online adults play immersive or other games using their connected devices than regularly use a game console. The gap between what people do and what they have spells opportunity for game console makers and game makers alike. This MetaFAQs reports on the penetration rates of game consoles as compared to online adults that regularly play games using their connected devices – smartphones, computers, tablets, or game consoles. Results are reported by country and age group.

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