The technology remote workers want

Background:
As employees continue to work from home, they also continue to seek ways to enhance the technology they rely on for both work and personal needs. The shopping list of desired tech products shifts as employees gain experience working remotely.

Approach:
MetaFacts surveyed 5,653 online employed adults in the US, Germany, UK, and Japan as part of its annual TUP/Technology User Profile 2024 study. Within the survey, we have them report their technology purchase plans for the next 12 months, ranging from computers and smartphones to wearables. We also have them report their remote working experience and status – both before the pandemic and currently.

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The sizzle is fizzling in game-specific devices while gamers find ways to play with whatever they have

Fun is a persistent driver of technology usage, especially playing games. However, not all age generations are as interested in playing games as others are. Also, the devices people choose to play games on are evolving, with software becoming more efficient, graphics getting better, and connections getting faster. Also, the adoption of mobile devices, especially smartphones, has made game-playing more easily in reach to even casual gamers.
Approach: This MetaFAQs is based on the surveys of 52,618 respondents in the US, Germany, the UK, Japan, and China from 2021 through 2024. In the TUP/Technology User Profile questionnaire, we asked respondents to specific the activities they do regularly with their devices – smartphones, feature phones, computers, tablets, and game consoles. Among those activities are playing immersive/action games and other games. In addition, we gathered demographics such as age which allows us to group results into generations.
The results in this MetaFAQs include tables for 2021 through 2024 detailing the active use of the following activities and devices by country and generation: Online adults (000), Any smartphone, Any PC, Any home PC, Any game console, Any tablet, Any gaming desktop or laptop PC (NET), Any VR headset, Any device – play a game (NET), Any mobile device – game-playing (Net), Any smartphone – game-playing (Net) , Any PC game-playing or gaming PC (Net), Any PC – game-playing (Net), Any home PC – game-playing (Net), Any game console – game-playing (Net), Any tablet – play a game (NET), Any gaming PC – game-playing (Net)

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Smartwatch valleys and peaks

Smartwatches are an important product category in their own right and also a barometer for a complete picture of the active breadth of technology ecosystems. Smartwatches, primarily from Apple or using the Android environment, form a sizable market share, in active use by one-ninth to one-fourth of online adults in the US, Germany, the UK, and Japan. Gen Z and millennial adults are leading their use. The Boomer/Silent generations have a small but quickly growing share. Looking ahead, purchase plans are not substantial, although they describe a reasonable replacement market.
This MetaFAQs reports on the market penetration of smartwatches, split by generational age group, Apple and Android, and country. Report [TUP_doc_2023_1218_wret] in TUP Lenses: Consumer Electronics; Technology Ecosystems; Wearables, Hearables, Listening, and Speaking

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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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Lost phone? Tech solution finds niche and then plateaus.

Who hasn’t misplaced their phone or keys or wondered where their luggage was?

Using technology to help find items has reached a plateau. The percentage of online adults using a wireless item tracker such as Tile or Apple’s AirTag has remained flat between 2021 and 2023. Overall global active usage has subsided from one in six to one in eight online adults. Active penetration rates have dropped among groups such as Gen Z adults in the US, UK, Germany, and China.
This may have seemed like yet another device to help attract users into adopting or staying with technology ecosystems. It’s too early to see if it’s making a difference. The market penetration is too small.

This MetaFAQs reports on the percentage of online adults in the US, UK, Germany, Japan, and China who actively use a wireless item tracker such as from Tile or Apple’s AirTag. Report [TUP_doc_2023_1025_tile] in TUP Lenses: Consumer Electronics; Technology Ecosystems

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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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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.

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 evolve. Case in point: the widespread acceptance of taking photos and recording videos with smartphones. Furthermore, there has been cultural disapproval against wearables that are too obvious, such as on one’s head.

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

In the realm of virtual reality, there are considerations about the cultural reception of VR headset devices like Apple Vision Pro or Meta Quest 3. The positive reception of these devices could inform the way 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.

For those analyzing tech trends, these metrics provide a solid foundation: 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 to date.

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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.