Game playing is widespread, although platform choices vary by generation

Playing games on an active, if casual, basis continues to be widespread, even as the choice of platforms is shifting. The worldwide and American trend away from regular PC use is affecting game playing and entertainment as much as productivity and creative activities. This year marks the first time that more American game players use a game console than a home PC.

This MetaFAQs reports on the number and percentage of online adults who regularly play immersive/action or other games using connected devices: a game console, home PC, gaming PC, primary PC, or smartphone. American adults are detailed by age generation and life phase: comprised of generation with educational and employment status. Report [TUP_doc_2024_0124_gami] in TUP Lenses: Activities, Game Consoles, Gaming PCs, and Game-Playing

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Home entertainment activities among online Americans

Having fun is one of the main activities for which online Americans use their connected devices – smartphones, home computers, or tablets. In the time prior to and since Covid, there has been a shift in which devices online Americans mostly use for entertainment.

This MetaFAQs reports on the percentage of online Americans who regularly use their connected devices for entertainment activities, showing the four-year trend from 2019 through 2022 and drilling down into generational age groups and device types: smartphone, home computers, and tablets.

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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.

Active game-players by platforms

Game consoles get most of the attention in the gaming market. Many more online adults actively play immersive or other games using their connected devices – smartphones, tablets, or computers – than use game consoles. Outside of the US, Windows PCs outnumber smartphones as the game-playing platform of choice, especially in Germany and Japan. This TUP analysis reports the number of online adults actively playing immersive or other games by platform type and country.

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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.