The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – currently unemployed Americans aged 18-49 – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
Using tablets to play games
Although the pandemic increased tech use in many areas, tablet gameplay was not one of them. 2020 saw a steep drop in tablet gaming, with a slow resurgence in 2021—a stronger rebound among some groups more than others. This MetaFAQs profiles all online adults who use tablets to play games. This analysis considers online tablet game players by life stage with a look at tablet users in the United States and globally. Report [TUP_doc_2022_0127_tabl] in TUP Lenses: Tablets; Activities; User Profile; Game Consoles, Gaming PCs, and Game-Playing.
Profile of Americans who wear a fitness tracker
Who’s tracking their fitness? Are online Americans still using fitness trackers to count their steps—and more? 17% of all online American adults report using a wearable electronic activity tracker (like FitBit) at least once per month.
This MetaFAQs reports on Americans in 2021 who wear a fitness tracker by age group, age within gender, employment status, household size, life stage, educational attainment, home PCs, technology ecosystem involvement, and technology ecosystem entrenchment.
Fun zone? The gap between game players and console use
The demand for playing games has gotten ahead of game consoles. More online adults play immersive or other games using their connected devices than regularly use a game console. The gap between what people do and what they have spells opportunity for game console makers and game makers alike. This MetaFAQs reports on the penetration rates of game consoles as compared to online adults that regularly play games using their connected devices – smartphones, computers, tablets, or game consoles. Results are reported by country and age group.
Profile of Americans who wear an Apple Watch
Smartwatches are about more than telling the time. Apple Watch has made its most substantial inroads among employed Americans, with children and neither the youngest nor the oldest adults. This MetaFAQs profiles the 32.7 million (17%) online Americans actively using an Apple Watch, detailing the critical demographic and behavioral factors that distinguish them from the average American online adult: age, age within gender, employment status, household size, life stage, number of home PCs, and technology ecosystems.
Profile of Americans who wear an Android/WearOS smartwatch
Is wristwear the next biggest trend in device use? Where do Android/WearOS smartwatches rank in this trend? 9% of all online American adults report actively using an Android/WearOS smartwatch.
This MetaFAQs reports on Americans in 2021 who wear an Android/Wear OS smartwatch by age group, age and gender, employment status, household size, life stage, number of home PCs, technology ecosystem involvement, and technology ecosystem entrenchment.
Technology profile of Americans with less than a high school education
The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – Americans with less than a high school education – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
Profile of American Microsoft game console users
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.
Technology profile of low-income workers (<$25k)
The COVID pandemic made clear many socioeconomic inequities between Americans, as the impact of the virus was felt differently in great part depending on their educational attainment, occupation, employment status, and other factors.
This TUPdate focuses on one segment – Americans with a household income of $25,000 or less – reporting their market size and profiling their usage of connected devices, which devices they do or don’t use, how much they use them, and the intensity of changes since before the pandemic.
Connected device usage by socioeconomic groups
How different are advantaged from disadvantaged Americans in how many devices they actively use? How much has this changed since before the pandemic? How do historically socioeconomically advantaged groups such as high-income or college graduates compare to disadvantaged groups such as single parents, low-income, less-educated, elderly, or people of color? This TUP analysis reports on the average number of connected devices – mobile phones, computers, tablets, and game consoles – being used by each socioeconomic group.