Background: Wireless item trackers such as Apple AirTags or from Tile have reached beyond double-digit market penetration. For technology market leader Apple, the devices hold the promise of extending the depth of user engagement with and reliance on the Apple ecosystem. Location sharing is a double-edged sword, since it increases the risk of a privacy breach while simultaneously offering enhanced convenience.
Approach: This MetaFAQs is based on the responses of 7,537 online adults from the MetaFacts TUP/Technology User Profile 2024 wave. It reports the percentage of online adults using an item tracking device such as an Apple AirTag or Tile. Respondents are profiled by age, gender, generational life phase, detailed employment status, presence of children, household size, use of Apple, Windows, and Android devices, and plans to acquire a wireless item tracker in the next 12 months.
Profile of Copilot+ PC early adopters – their AI attitudes, use cases, activity trends, and profile
Background:
Many major PC makers have recently launched AI Copilot+ PCs, enabling consumers and employees to make the most of many AI tools. The earliest brands include HP, Acer, ASUS, Lenovo, Microsoft, Dell, and Samsung, including Qualcomm technology. With so much promotional hype and confusion around AI, getting a reality check from users is essential.
Are early adopters of Copilot+ PCs very different from users of non-Copilot+ Windows 11 PCs? Windows 10 PCs? Apple Macs? The general online public?
Who are these newest buyers?
Which types of use cases are the early adopters getting AI assistance with?
How are their attitudes about AI different from the rest of the online world? Are they more positive, or are they more negative?
What are their concerns? Privacy? Wrong answers? Are they underwhelmed? And how strongly are they concerned?
What do they enjoy about using AI assistance? Creativity? Productivity? Learning new things?
Why did they buy a Copilot+ PC?
Approach:
This research is based on a survey of 11,852 online adults in the US, Germany, UK, and Japan, drawn and weighted to be representative of the online population. From this dataset, MetaFacts screened and profiled 3,131 respondents who use AI assistance with their regular activities. These use cases most used with Copilot+ PCs include personal creativity, professional creative software for work purposes, creating videos for work purposes, writing, and using professional creative software for personal purposes. Furthermore, the study details more than 80 activities, the share that are regularly done, and the percentage that are done using AI tools.
American employees and AI-assisted use cases – an emerging yet complicated work relationship
The workforce is one of the primary target markets for generative AI. From knowledge workers to front-line workers, employees of all roles have evaluated and implemented AI for various use cases. Many employers have been the driving force behind the commercial adoption of AI as they hope for productivity gains. Many employees are early adopters and find personal applications they enjoy, shaping their experience and expectations. However, broad market adoption has continued to encounter challenges. Employees and employers alike express concerns about their privacy, disappointment in what they’ve seen so far, and apprehension about getting too many wrong answers.
Approach
This TUPdate is based on the attitudes of 3,422 online employees in the US, selected and weighted to represent the online population. As part of the TUP/Technology User Profile 2024 wave, MetaFacts included questions about employees’ attitudes and expectations of generative AI tools. The survey measured attitudes around the benefits active AI users are enjoying, hopes for the future, privacy concerns, usefulness, and hardware limits. We defined active AI use as a combination of regular activities involving AI tools, specific services like ChatGPT and Copilot, or a Copilot+ PC. Among more than 80 regular use cases across all devices – smartphones, computers, or tablets – we reviewed various work-related activities, spanning communication, collaboration, creation, productivity, and others.
Pro and con attitudes make AI a pushmi-pullyu
Awesome and shiny new technology is not enough to gain rapid, active, or sustained market acceptance. Even widely touted technological phenoms are not guaranteed to be as widely accepted, as we’ve seen with smart homes, smart speakers, 3D printers, IoT, and others. Also, even broad initial acceptance does not translate into engaged or sustained use. Gauging consumer sentiment is one measure of generative AI’s challenges and opportunities ahead, especially by comparing the views of those with hands-on experience to those waiting or avoiding.
Approach: This TUPdate is based on the attitudes of 12,032 online adults in the US, Germany, the UK, and Japan, selected and weighted to be representative of the online population. As part of the TUP/Technology User Profile 2024 wave, MetaFacts included questions about consumers’ attitudes and expectations of generative AI tools. The survey measured attitudes around the benefits active AI users are enjoying, hopes for the future, privacy concerns, usefulness, and hardware limits. We defined active AI use as a combination of regular activities involving AI tools, specific services like ChatGPT and Copilot, or a Copilot+ PC.
Game console usage sags among each generation; not game over among Gen Z
Game consoles have been a fixture among a sizable portion of adults for decades, although each earlier generation continues to lose interest. Since 2018, fewer adults in later generations have actively used a game console with each passing year.
This MetaFAQs reports on the multi-year change in the percentage of online adults in the US, Germany, the UK, Japan, and China who actively use a game console, split by age generation. Report [TUP_doc_2024_0130_cont] in TUP Lenses: User Profile; Activities; Game Consoles, Gaming PCs, and Game-Playing; Home Entertainment
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
Game consoles continue among the young at heart after an early pandemic surge
The active use of a game console is primarily the domain of younger adults. However, the entertainment devices are not limited to the youngest adults as market penetration remains nearly as high among 40-somethings as among the age 18 to 24 adult. Following the onset of the pandemic, game console penetration reached new highs among most age groups and countries, only to settle back towards historical levels.
This MetaFAQs reports on the percentage of online adults actively using a game console split by age group and country. Report [TUP_doc_2024_0216_yapt] in TUP Lenses: User Profile; Game Consoles, Gaming PCs, and Game-Playing
Apple Grows as 1st Device, Especially Among Gen Z
Apple cannot claim to be the dominant primary device of adults in the US, Germany, the UK, Japan, or China. However, among Gen X adults, Apple has the clear majority, and the percentage using an iOS, iPadOS, or MacOS device has been growing. Other generational age groups – millennials, Gen X, and the Boomer/Silent generations – have also increased their share primarily using an Apple OS device.
This MetaFAQ reports on the percentage of online adults using an Apple OS device – an iPhone with iOS, an iPad with iPadOS, or an Apple computer with MacOS – split by country and generational age group. Report [TUP_doc_2023_1225_gent] in TUP Lenses: PCs; Mobile Phones; Tablets; User Profile; Technology Ecosystems
Half of Gen Z Americans use a game console, unlike elders
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
Game consoles are a youngster thing
Game consoles are a youngster thing – Using a game console to play games is much more prevalent among younger adults than older ones. That’s the case across all countries surveyed: the US, UK, Germany, Japan, and China. Adults aged 25 to 34 have similar game console usage rates to those aged 18 to 24, which reflects the continued interest and habit energy of continued, if declining, use from younger ages. Playing games often have a social aspect, as groups of younger adults convene (in person or online) to play together. It’s important to note that game-playing with connected devices is widespread across all age groups, just less so by using game consoles and more so with computers, smartphones, and tablets.
This MetaFAQs reports on the percentage of online adults actively using a game console by age group and country. Report [TUP_doc_2023_1117_cons] in TUP Lenses: User Profile; Game Consoles, Gaming PCs, and Game-Playing