American first-time and repeat buyer purchase plans

As economic shifts, supply chain issues, and the effects of the pandemic linger, Americans continue to express their interest in technology products. However, their current purchase plans are all over the map, with several vital products experiencing a collapse in buyer interest. Tablets and smartwatches are looking up, printers down, and wireless item trackers are flat as consumers reel through their ups and downs.
This MetaFAQs reports on the purchase plans of online Americans for a smartwatch, printer, smartphone (iPhone or Android), wireless item tracker, home computer, fitness tracker, or tablet. The analysis splits 1st-time buyers from repeat buyers while also reporting on the number of current users without plans and those out of the market.

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Youthful clamor for smartwatches

Younger adults around the world are showing stronger forward interest in smartwatches than older adults. In the US, Apple Watch leads most strongly among younger than older adults. This MetaFAQs reports on the purchase plans within the coming year for smartwatches, as well as intentions detailed by Apple Watch, Android smartwatches, other smartwatches, and fitness trackers among online adults in the US, Germany, UK, and Japan.

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Highlights: Home Entertainment

Home is where the fun is, enhanced by VR headsets, game consoles, smart speakers, smartphones, tablets, and computers. Home entertainment using technology devices and services is dominated by younger adults and parents, although not entirely so.
This TUP Highlights report includes the following sections: the profile of home entertainment users, home entertainment devices, and home entertainment trends.

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Highlights: Game Consoles, Gaming PCs, and Game-Playing

Playing games is a widespread pastime about much more than game consoles. Although game console users are numerous and active, many adults play immersive and other games using their smartphones, computers, and tablets. VR headsets are also starting to make a dent in the market, beginning with the most active gamers who aren’t necessarily the youngest adults.
This TUP Highlights report includes the following sections: the profile of gaming wearables users, top platforms for game-playing, the profile of game-players, the profile of gaming PC users, the profile of game console users, and the profile of smartphone game-players.

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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.