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
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.
Home computers are losing their preeminence among online Americans. Since 2011, home computers have fallen from near ubiquity among online Americans to being regularly used by a dwindling majority.
This TUPdate reports on the penetration rates of home computers, Windows home PCs, Apple home computers, and Google OS (Chromebook) computers and overall level detailed by age generation. It also identifies how people have changed how they use home computers since the onset of the pandemic.
Which American generation has the largest collection of connected devices? How much does each generation have of the active installed base? How has this shifted between 2021 and 2022?
This TUP analysis reports on the total number of connected devices – mobile phones, PCs, tablets, and game consoles – by generational cohort – Gen Z, Younger/Older Millennials, Younger/Older Gen X, Younger/Older Boomers, and before.