Truly active gamers love their game consoles, including Microsoft’s Xbox. However, that love is not exclusive since a fifth of Microsoft’s game console users also use a Nintendo, and a fifth uses a Sony game console. Microsoft has only reached 14% of all online Americans, primarily among younger males. This MetaFAQs report profiles American Microsoft game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, life stage, and mix of technology ecosystems. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet.
Profile of American Nintendo game console users
While 19% of all online Americans use any Nintendo game console, penetration is highest among the youngest male and female adults. This MetaFAQs report profiles American Nintendo game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group and age within gender, employment status, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. Also, it reports on the competitive mix, with the percentage of American Nintendo game console users using Sony and Microsoft game consoles.
American game players and their technology
Playing games with connected devices is widespread among American adults, while only a subset use game-focused equipment such as gaming PCs, gaming consoles, or VR headsets. This TUPdate reports on the share of adults regularly playing immersive/video or other games using their smartphones, PCs, or tablets, comparing them to the adoption rates of game-focused equipment.
Profile of American Sony game console users
Nearly a quarter of online Americans use a Sony game console, a higher penetration rate than competitors. Usage is most substantial among the youngish males, dropping off steeply above age 44. This MetaFAQs report profiles American Sony game console users by several critical demographic and behavioral factors distinctive from the average American online adult: age group, gender, age within gender, employment status, presence of children, household size, and life stage. Further, it details the percentage who use a VR headset and those who play games with a smartphone, PC, gaming PC, or tablet. It reports on American Sony game console users’ competitive position by those who additionally use Nintendo and Microsoft game consoles.
Mobile Phones TUP Lens
Smartphones have rapidly, although not completely, replaced feature phones. Smartphone users have expanded their range of activities with new uses while also increasingly migrating activities from computers and tablets. This TUP Highlights Report profiles smartphones – their market penetration, user demographic profile, regular activities, usage profile, key competitors, and purchase plans.
This TUP Highlights report includes the following sections: penetration of smartphones versus feature phones, smartphone brand share, top activities for smartphones, smartphone carrier share, smartphone usage profile, trends in technology ecosystems, major activities for a market segment, and the profile of smartphone users.
Virtual reality headset use among socioeconomic groups
VR headsets have received recent attention again after more than a decade of on-again/off-again experimentation with limited market acceptance. While the overall penetration rate of actively-used VR headsets has reached 5% for the first time in 2021, usage rates vary considerably across socioeconomic groups. Having the means to acquire all that’s needed to fully enjoy VR headsets isn’t the only factor affecting adoption as even some upper-income groups are only nominally further ahead than other less advantaged groups. The groups being reported consider age group, employment status, household size, ethnicity, presence of children, educational attainment, and other socioeconomic factors.
Profile of American game console users
Dan Ness, Principal Analyst, MetaFacts, October 2, 2021
Profile of American game console users
- All online American adults who regularly use a game console
- They number 77 million – 35% of all online American adults
- Profiled by characteristics that are distinctive
- Only profiled by those characteristics which have an index of 80 or below and 120 and above – those which are 20% above or below the average by category
- Expressed as market penetration – the percentage of online adults within each group
- Distinctive characteristics profiles
- Age, age within gender
- Employment status
- Presence of children
- Household size
- Life stage (age, employment status, presence of children)
- Number of home PCs used
- Technology ecosystems
- Characteristics examined and not found to be distinct
- Educational attainment
Americans who regularly use a game console by age group
- Game console users skew younger
- Game console use is strongest among the youngest American adults
- Penetration among online Americans aged 18-34 is 58%-59%
- Beyond age 45, the rate drops steeply
Brand footprints and ecosystems – market progress update [TUPdate]
Popularity may not matter much in life—but when it comes to device and ecosystem adoption—it can mean quite a lot.
This TUPdate measures brand footprint and ecosystem adoption by how many people are using its devices. Microsoft Windows ranks as the most successful technology ecosystem, while Google’s Android and ChromeOS devices, Facebook, Amazon, Apple’s ecosystem, and HP’s brand footprint also hold substantial penetration rates. This TUPdate reports on the progress of seven top ecosystems and brands in reaching market penetration using the wave of research from TUP/Technology User Profile 2020 across the US, Germany, the UK, Japan, China, and India.
Ecosystem combination concentration by country [MetaFAQs]
It may seem like a jungle out there, but each ecosystem has one dominant product type and at least one other product or combination of products making up its market base. So, which ecosystems have the most multi-product combinations?
This MetaFAQs reports on the concentration of products within the bases of Microsoft Windows and Xbox, Facebook networks or Portals, HP PCs or printers, Amazon shoppers and Alexa users, Apple iPhones, iPads, Watches, and Macs, Google Android/ChromeOS smartphones and tablets, and Samsung smartphones, PCs, and tablets. This report measures online adults in the US, Germany, the UK, Japan, China, and India from TUP/Technology User Profile 2020, which is TUP’s 38th annual.
Highest ecosystem combinations [MetaFAQs]
Which tech ecosystems have the most dedicated customers? Many tech ecosystems have customers who use multiple products from that ecosystem. Some adults use two or more Windows PCs, or an Apple iPhone and an iPad, for example.
This MetaFAQs reports on the concentration of same-family combinations of products among online adults using: Microsoft Windows and Xbox, Facebook networks or Portals, HP PCs or printers, Amazon shoppers and Alexa users, Apple iPhones, iPads, Watches, and Macs, Google Android/ChromeOS smartphones and tablets, and Samsung smartphones, PCs, and tablets. This report measures online adults in the US, Germany, the UK, Japan, China, and India from TUP/Technology User Profile 2020, which is TUP’s 38th annual.