Brief profile of Americans regularly playing games using connected devices

Dan Ness, Principal Analyst, MetaFacts, March 30, 2023

Summary

Fun is a major pastime for most, but not all, American adults using connected devices. Whether they use a game console, gaming PC, regular computer, tablet, or mobile phone, most Americans regularly play immersive or other games.

This TUPdate briefly profiles Americans who regularly play immersive/video or other games, detailing their age, gender, employment status, presence of children, life stage, and use of game-specific devices such as a VR headset.

Americans that play games skew young

  • Playing games using a connected device is a regular activity by two-thirds or more of Americans under the age of 45
    • Connected devices include computers, mobile phones, tablets, and game consoles
  • Beyond age 55, playing games is done by less than half of these older adults
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PC gaming by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, December 6, 2020

Is playing immersive or other games on a PC more likely in a smaller or larger household? How widespread is PC game-playing in the US, Germany, UK, and Japan by household size?

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Mobile phone game playing by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 29, 2020

Is playing immersive or other games on a smartphone or feature phone more likely in a smaller or larger household? How widespread is mobile phone game-playing in the US, Germany, UK, and Japan by household size?

Continue reading “Mobile phone game playing by household size [MetaFAQs]”
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Tablet game playing by household size [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 24, 2020

Are tablets being used to play games? Is the share higher or lower among households with more persons? This MetaFAQs reports on the percent of online adults regularly playing a game using a tablet by household size and country.

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Game-playing trends – convenience gamers, dedicated gamers, and device-gamers [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, November 15, 2019

Overview

Playing games is a regular activity for most adults whether using game consoles or gaming PCs, or any of their connected devices – mobile phones, tablets, or PCs.

Convenience Gamers – those using only a connected device to play games – has near-equal market penetration to Dedicated Gamers – users of game consoles or gaming PCs.

Device-Gamers – who use any of their connected devices – is a larger segment than either Dedicated Gamers or Convenience Gamers.

This TUPdate looks at the major trends of game-playing in the US and other countries, focusing on Convenience Gamers – the next tier of game-players beyond Dedicated Gamers. Also, it examines which types of devices are used the most or least for playing games. Further, it investigates whether younger adults play more or less than older ones, and differences in digital media use and subscriptions.

About TUPdates

TUPdates feature analysis of current or essential technology topics. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual. TUPdates may also include results from previous waves of TUP.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

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

Game-playing trends – convenience gamers, dedicated gamers, and device-gamers [Highlights]

Overview

Playing games is a regular activity for most adults whether using game consoles or gaming PCs, or any of their connected devices – mobile phones, tablets, or PCs.

Convenience Gamers – those using only a connected device to play games – have near-equal market penetration to Dedicated Gamers – users of game consoles or gaming PCs.

Device-Gamers – who use any of their connected devices – is a larger segment than either Dedicated Gamers or Convenience Gamers.

This TUPdate looks at the major trends of game-playing in the US and other countries, focusing on Convenience Gamers – the next tier of game-players beyond Dedicated Gamers. Also, it examines which types of devices are used the most or least for playing games. Further, it investigates whether younger adults play more or less than older ones, and differences in digital media use and subscriptions.

About TUPdates

The analysis in this TUPdate is based on results drawn from the 2019 wave of TUP (Technology User Profile), which is TUP’s 37th continuous wave. Results from previous waves are also included where indicated. This survey-based study details the use of technology products by a carefully-selected and weighted set of respondents drawn to represent online adults.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions – or TUPdates – analysis of current topics in the technology industry. To learn about subscribing to the TUP/Technology User Profile service, contact MetaFacts.

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

Pocket full of fun – entertainment activities [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 1, 2018

Which is more fun – the one-trick-pony device that does one fun thing well, or the device you can use for many types of entertainment?

In India, the most-preferred connected device for fun is a smartphone or a basic feature phone. Connected adults in India find more ways than those in other countries to entertain themselves with their mobile phones. Their breadth of entertainment activities is greater than with their PCs or tablets.

This is based on our most recent wave of research – the MetaFacts TUP/Technology User Profile 2017 edition.

Unlike connected adults around the world in other countries, in India, smartphones are used for a unique set of entertainment activities.

More than half of India’s connected adults use their Smartphones for music and movies. Watching videos/movies and listening to music on one’s smartphone are regular activities at more than a third higher share of connected adults.

In contrast, when Germans use their connected devices for entertainment activities, they prefer their PCs. And when they use their PCs for entertainment, most Germans use a PC to play a game (39% of connected adults), hobbies (38%), and to watch videos/movies (37%). Very practical, those Germans, to use the larger screens of PCs.

Tablets have yet to make their way as being the most-entertaining connected device. Although tablets are growing in regular use throughout the world, only in the US and UK do they account for more than one-tenth of the preferred entertainment device.

Looking ahead

Entertainment continues to remain one of the reasons why people use connected devices. As both wired and wireless networks continue to expand their speed, this has made for more enjoyable experiences, especially for bandwidth-hogging activities such as watching movies or television. Similarly, as wireless carriers such as T-Mobile in the U.S. have removed or reduced data caps, this has reduced barriers for many customers.

Consequently, these types of entertainment activities have reached a broader swath of consumers. Consumers continue to be the leading innovators in finding ways to get to the content they want, meaning they’ll consider moving beyond the devices they’re using today.

Source

This MetaFAQs is based on the TUP/Technology User Profile 2017 survey.

About MetaFAQs

MetaFAQs are answers to frequently asked questions about technology users. The research results showcase the TUP/Technology User Profile study, MetaFacts’ survey of a representative sample of online adults profiling the full market’s use of technology products and services. The current wave of TUP is TUP/Technology User Profile 2020, which is TUP’s 38th annual.

Current subscribers may use the comprehensive TUP datasets to obtain even more results or tailor these results to fit their chosen segments, services, or products. As subscribers choose, they may use the TUP inquiry service, online interactive tools, or analysis previously published by MetaFacts.

On request, interested research professionals can receive complimentary updates through our periodic newsletter. These include MetaFAQs – brief answers to frequently asked questions about technology users – or TUPdates – analysis of current and essential technology industry topics. To subscribe, contact MetaFacts.

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