Work follows employees home, although less so than last year

Home computers – those acquired with personal funds – are used by most employees for work-related activities. Americans and employees in Germany, the UK, Japan, and China peaked in 2021 and subsided in 2022. This MetaFAQs reports on employees using a home computer for work-related activities. It details the work activities with home computers, from communication to collaboration and productivity. As a historical contrast, it includes comparable results from the 1987 TUP/Technology User Profile wave.

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Smartphones achieve usage primacy

Smartphone primacy over personal computers has been reached, as activities from entertainment to productivity are more widely used. Productivity and collaboration activities were the most recent to reach the broadest usage. This MetaFAQs reports on the trend in the primacy of smartphones as compared to computers across eight classes of activities: entertainment, communication, social networking, graphics, entertainment, productivity, information, and cloud. It reports on the primary device type for each class of activity for 2019 through 2022 among adult users in the US and globally: the US, Germany, the UK, Japan, and China.

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Tablets – Highlights

Tablets continue to seek a solid home, major use cases, and most vital segments. Currently, the largest groups of users are passive, older, or entrenched in the Apple or Google ecosystem. While Apple continues to lead and increase its share, other makers like Samsung are seeing withering penetration. Incidental and passive activities from web browsing, shopping, movie-watching, and checking email haven’t been unique enough on tablets to entice users away from their smartphones or computers.
This TUP Highlights report includes the following sections: the profile of tablet users, trends in tablets, top tablet brands, top tablet activities, unique tablet activities, and trends in technology ecosystems.

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Profile of American gaming notebook PC users

Gaming computers are optimized for intensive play, and laptops/notebooks add a dimension of mobility. Their extra functionality makes them both desired and exotic. Currently, only one in twenty-five online Americans uses a gaming notebook PC.

This MetaFAQs profiles gaming notebook users by their age (not all are aged 18-24), age within gender (higher use among younger men than women), employment status, life stage (age, employment status, presence of children), number of home computers, and mix of technology ecosystems. Furthermore, it reports game-playing with smartphones, tablets, game consoles, and VR headsets.

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