Peak smartwatch? Time for a strategy shift

Smartwatches have quickly gained popularity, gracing the wrists of millions. These devices offer more than just timekeeping and fitness monitoring; they’ve evolved into personal assistants. Users value their multi-functionality, utilizing them for calendars, health metrics, reminders, and more. In addition, they’ve become a symbol of modern luxury. However, the latest wave of TUP confirms that the smartwatch market penetration seems to have reached a peak or plateau. Now, it’s largely about replacing older models rather than attracting first-time users. Therefore, manufacturers need to adapt their strategies, focusing less on expanding their user base and more on meeting the needs of existing customers.

These TUP tables report on the number and percentage of online adults regularly using a smartwatch such as an Apple Watch. They also include the number who are planning to purchase one within the coming 12 months.

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The active base of computer and printer users is declining

The world is shrinking, at least in terms of the share of adults using computers and printers. While both the computer and printer industries have enjoyed a growth-oriented mentality for decades, that orientation has slowed. Accepting this reality means that technology marketers need to orient towards replacement markets where users are focused on replacing or enhancing the technology they have. Also, it means that fewer users are first-time or new to technology. Instead, the base of users has experience that is deepening and lengthening. This MetaFAQs reports on the penetration of computers and printers among online adults in the US, Germany, UK, Japan, and China from 2021 through 2023. Report [TUP_doc_2023_0921_decl] in TUP Lenses: PCs; Printers

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Printer activity in US, Germany, UK, Japan, China

Printing continues to be a routine task for a significant portion of online adults, encompassing activities such as printing documents, web pages, reports, presentations, personal records, and even recipes. However, it’s important to note that not all online adults are actively engaged in this practice. The extent of printer usage varies considerably from one country to another, and this variation carries substantial implications for both printer manufacturers and the suppliers of consumables like ink, toner, and paper.

To provide valuable insights into this aspect, we present the TUP 2023 table 410 PRxCOUNTRY, which offers a comprehensive overview of printer usage among online adults in five key markets: the United States, Germany, the United Kingdom, Japan, and China. This data encompasses the percentage of individuals in each country who have utilized a printer in the preceding 90 days, along with detailed information on the number of printers they have employed.

This data not only sheds light on the current state of printer engagement but also serves as a valuable resource for technology marketers, researchers, analysts, and professionals seeking to understand and capitalize on these trends within the global technology landscape.

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Gaming trends and user profile

Online adults are deeply engaged in various forms of entertainment, particularly gaming. Over half of American adults use their connected devices for playing games, watching videos, and listening to music, like online adults worldwide. Despite temporary disruption due to the pandemic, the game-playing rate bounced back and grew gradually, indicating its popularity as a staple pastime. This is based on our TUP/Technology User Profile 2022 survey of 13,641 online adults across the US, Germany, UK, Japan, and China, as well as similarly-sized waves from 2019.

Nevertheless, the usage of specialized gaming equipment like game consoles, gaming PCs, or VR headsets has remained limited. Sony, Nintendo, and Microsoft’s Xbox remain the global market leaders in consoles, each resonating with specific demographic groups and geographical locations. Gaming activities are part of the regular life of most online adults and span all age groups, with younger generations showing a particularly high adoption rate of newer technologies.

Despite a strong focus on gaming, more online adults use their devices for other entertainment activities like watching videos or streaming music. The global demand for gaming, whether casual or immersive, remains substantial, offering growth opportunities. With Apple recently entering the VR/AR/MR headset market, the industry is primed for potential expansion beyond its niche focus. Manufacturers may need to reconsider their current gaming-focused strategies to seize emerging opportunities effectively and broaden their market reach.

This TUPdate looks into the trend around game-playing with connected devices (smartphones, computers, tablets, game consoles), and the use of specialized game equipment (gaming PCs, game consoles). It profiles game-players by their age generation groups, household composition, and presence of children.

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