Declining use of home computers for work

The share of adults using home computers for work activities has declined sharply from a mid-pandemic peak. Current levels are below pre-pandemic levels. Some of the decline is due to many employees returning to their workplaces. Another factor is the long decline in the use of home computers as online adults embrace their smartphones for an increasing set of activities. This MetaFAQs reports on the percent of online adults using a home computer for any work-related activities from 2019 through 2022, both in the US as well as globally – US, Germany, UK, Japan, and China.

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Work follows employees home, although less so than last year

Home computers – those acquired with personal funds – are used by most employees for work-related activities. Americans and employees in Germany, the UK, Japan, and China peaked in 2021 and subsided in 2022. This MetaFAQs reports on employees using a home computer for work-related activities. It details the work activities with home computers, from communication to collaboration and productivity. As a historical contrast, it includes comparable results from the 1987 TUP/Technology User Profile wave.

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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: Home Entertainment

Home is where the fun is, enhanced by VR headsets, game consoles, smart speakers, smartphones, tablets, and computers. Home entertainment using technology devices and services is dominated by younger adults and parents, although not entirely so.
This TUP Highlights report includes the following sections: the profile of home entertainment users, home entertainment devices, and home entertainment trends.

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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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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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