Game playing is widespread, although platform choices vary by generation

Dan Ness, Principal Analyst, MetaFacts, January 24, 2024

Summary

Playing games on an active, if casual, basis continues to be widespread, even as the choice of platforms is shifting. The worldwide and American trend away from regular PC use is affecting game playing and entertainment as much as productivity and creative activities. This year marks the first time that more American game players use a game console than a home PC.

This MetaFAQs reports on the number and percentage of online adults who regularly play immersive/action or other games using connected devices: a game console, home PC, gaming PC, primary PC, or smartphone. American adults are detailed by age generation and life phase: comprised of generation with educational and employment status.

Newer generations, focused platforms

  • That game playing is tilted toward younger generations may come as no surprise, although the choice of platforms varies by generations
  • Gaming PCs are highly skewed towards Gen Z and millennials, with these two generations comprising almost 90% of the active base of adult users
  • At the other end of the spectrum, boomers make up effectively the same relative share (12%) of adults playing games on connected devices, smartphones (12%), home computers (13%), and their primary PCs (11%)
  • It’s interesting that Gen X embraces game consoles at twice the rate of using a gaming PC. This reflects a growing inertia among Gen X adults who continue using game consoles instead of adopting relatively newer gaming PCs.
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Printer activity trends in US, Germany, UK, Japan, and China

Printer activity has declined around the world – in the US, Germany, UK, Japan, and China – even as printers are an active part of the majority of online adults. Printing activities include 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 trend, we present the TUP tables 410 PRxCOUNTRY from 2017 through 2023, which offer 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. Report [TUP_doc_2023_1210_prpt] in TUP Lenses: Printers

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Headcams – cultural precursor to VR headsets?

The growth potential for wearable video cameras, commonly termed “headcams” like GoPro, has been influenced by societal attitudes. Historically, there has been a hesitation to record others without consent, which could limit the broad adoption of such devices. However, cultural perspectives can and do evolve. Case in point: smartphone users’ widespread acceptance of taking photos and recording videos. Although cultural disapproval has been against wearables that are too obvious, such as on one’s head, that may change with time.

The rise of content creators on platforms like Instagram and TikTok suggests that the broader public might embrace headcams more. This trend could provide fresh opportunities for tech marketers to promote wearable video cameras of some kind to a new generation of users.

In virtual reality, there are considerations about the cultural reception of VR headset devices like Apple Vision Pro or Meta Quest 3. These devices’ positive reception could inform how headcams are perceived in the future.

Considering the media’s portrayal, a contemporary version of “The Truman Show” concept, where someone’s life is broadcasted in real-time, isn’t unthinkable, given past experiments with lifecasting in the 90s.

The metrics in this MetaFAQ provide a solid foundation for those analyzing tech trends: the number of adults across generations and countries using headcams versus smartphones for capturing videos and pictures. This data can provide insights into shifting user behaviors and preferences and help identify which generation may adopt headcams first and how far they have progressed.

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UK tech buyers boost buying while China’s elites hang on

The global landscape has witnessed significant shifts in consumer purchasing behavior due to the impact of the pandemic and broader economic changes. This transformation extends to acquiring tech products such as smartphones, computers, tablets, and game consoles. With the rapid transition to remote work, many individuals proactively invested in personal computing devices to enhance their productivity rather than relying on their employers for equipment provision.

Conversely, individuals facing reduced working hours or economic uncertainty opted to postpone their tech purchases. On a global scale, the mean age of a technology user’s primary device has exhibited relative stability, averaging between 1.9 and 2.1 years old over the past five years. However, a closer examination reveals notable variations across different countries.

The affluent and highly educated among China’s population has consistently maintained access to the latest tech devices. Nevertheless, a recent delay in 2023 has cast uncertainty on their leading position, potentially aligning them with the global average in the near future. In contrast, consumers in the UK, who amidst Brexit and the pandemic deferred tech device purchases, have demonstrated a two-year consecutive uptick in acquisitions. Consequently, their average device age now ranks second among surveyed countries.

Meanwhile, online adults in Germany and Japan have displayed a penchant for holding onto their primary devices longer compared to their international counterparts. These nuanced trends offer valuable insights for technology marketers, researchers, analysts, and industry professionals seeking to navigate evolving consumer preferences and market dynamics.

This MetaFAQs reports on the mean age of the respondent’s primary device – a smartphone, computer, tablet, or game console – by country from 2018 through 2023. Report [TUP_doc_2023_1207_yeat] in TUP Lenses: Devices; PCs; Mobile Phones; Tablets

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Usage guidelines: This document may be freely shared within and outside your organization in its entirety and unaltered. It may not be used with a generative AI system without separate licensing and express written permission. To share or quote excerpts, please contact MetaFacts.