Online seniors 60 and older are more active than may be expected, with nearly as high device penetration rates as online adults aged 18 to 59. This MetaFAQs reports on the percent of online adults in the US, Germany, UK, and Japan that are using key connected devices – PCs, smartphones, and tablets – in total and split out by major technology ecosystems.
Users of multiple home and work Apple devices
What people actively use defines their brand loyalty and the depth of an ecosystem’s penetration. This TUP analysis looks at how many adults use an Apple OS device (iPhone, iPad, Mac) split by those who acquired them personally for home use compared to those who also use one that is employer-provided.
Active game-players by platforms
Game consoles get most of the attention in the gaming market. Many more online adults actively play immersive or other games using their connected devices – smartphones, tablets, or computers – than use game consoles. Outside of the US, Windows PCs outnumber smartphones as the game-playing platform of choice, especially in Germany and Japan. This TUP analysis reports on the number of online adults actively playing immersive or other games by platform type and country.
How Americans use devices in technology ecosystems
Technology ecosystems can be called truly unique when users actively use them differently than others. This TUP analysis reviews the activities American adults regularly do with their smartphones, computers, and tablets. It reports on the top 10 activities that are the most unique by ecosystem family – Windows, MacOS, ChromeOS; iOS and Android; and iPadOS and Android. Unique activities are defined as those with the widest range of use, where the difference is widest between the usage percentage between each given operating system family.
How often are voice assistants being used?
Are voice assistants such as Apple Siri or Amazon Alexa in as widespread usage as imagined? How recently have online adults in the US, UK, Germany, and Japan used a voice assistant? How does voice assistant use compare when using a smartphone versus a computer? Between 26% and 38% of online adults in these countries have used a voice assistant with a smartphone, and between 10% and 13% used a computer. This MetaFAQs reports on the recency of voice assistant usage among online adults in the US, the UK, Germany, and Japan. It further splits smartphone and computer usage by the age group of Americans.
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.
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.
Technology profile of low-income Americans in large households
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 in households with 4 or more persons and a household income of $35,000 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.
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.