Brief profile of Americans regularly playing games using connected devices

Fun is a major pastime for most, but not all, American adults using connected devices. Whether they use a game console, gaming PC, regular computer, tablet, or mobile phone, most Americans regularly play immersive or other games.

This TUPdate briefly profiles Americans who regularly play immersive/video or other games, detailing their age, gender, employment status, presence of children, life stage, and use of game-specific devices such as a VR headset.

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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.

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Work/Life Balance TUP Lens [Highlights]

With the pandemic, many more employees are working from home. This TUP Highlights Report profiles employees by how often they work from home and their expectations of the near future. It profiles them demographically, by their type of employer, their connected devices, and their work-related activities.

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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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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.