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)

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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.

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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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Profile of Americans using gaming PCs

Dan Ness, Principal Analyst, MetaFacts, October 9, 2021

Profile of Americans using gaming PCs

  • All online American adults who regularly use a gaming PC
    • They number 25.3 million – 12% of all online American adults
    • Defined as using a “Gaming desktop or gaming notebook – designed for playing video games, such as with special video cards and extra memory”
  • Profiled by characteristics that are distinctive
    • Only profiled by those characteristics which have an index of 80 or below and 120 and above – those which are 20% above or below the average by category 
  • Expressed as market penetration – the percentage of online adults within each group
  • Distinctive characteristics profiles
    • Age, gender, age within gender
    • Employment status
    • Presence of children
    • Household size
    • Life stage (age, employment status, presence of children)
    • Number of home PCs used
    • Technology ecosystems
  • Characteristics examined and not found to be distinct
    • Educational attainment

Americans who regularly use a gaming PC by age group

  • Gaming PC users skew younger
    • Game console use is strongest among the youngest American adults – aged 18-44
    • Penetration among online Americans aged 18-44 is 19%-20%
  • Beyond age 45, the rate drops steeply
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PC gaming by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, December 6, 2020

Is playing immersive or other games on a PC more likely in a smaller or larger household? How widespread is PC game-playing in the US, Germany, UK, and Japan by household size?

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