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
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 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 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.
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.
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.
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.