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
Continue reading ” Brief profile of Americans regularly playing games using connected devices”
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.

Apple’s share of active smartwatches [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, November 17, 2020

What is Apple’s share of actively used smartwatches? How does this vary between the US, the UK, Germany, and Japan? How has this changed in recent years? This MetaFAQs reports on Apple’s share of the active installed base across four countries and four years.

Continue reading “Apple’s share of active smartwatches [MetaFAQs]”
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.

Watching the Watches – Smartwatches and Fitness Bands [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, December 19, 2019

Smartwatch and fitness band penetration tapers to 2016 levels

The race for the wrist has settled into a larger-than-niche and less-than-majority position. Over the last three years, the share of online Americans using at least one smartwatch has grown from one in six to one in five, only to settle back to the one in six level. This is based on TUP/Technology User Profile 2019 survey of 8,060 online adults in the US, and from the prior three annual waves.

Continue reading “Watching the Watches – Smartwatches and Fitness Bands [TUPdate]”
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.

Every step you take – smartphone step-trackers [TUPdate]

Dan Ness, Principal Analyst, MetaFacts, March 24, 2017

Baby steps count, as long as they’re in the right direction.  Digital health promises positive outcomes for a wide range of people. However, like gym memberships and home treadmills, they don’t do much unless people use them. A first step for many is to use what’s handy. Most smartphones can track a user’s steps, and many are being used for that purpose, although use isn’t as widespread as fitness trackers or smartwatches.

Continue reading “Every step you take – smartphone step-trackers [TUPdate]”
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.

Is there an age skew for using VR headsets? [MetaFAQs]

Dan Ness, Principal Analyst, MetaFacts, February 2, 2017

Virtual reality hasn’t reached market reality, despite decades of experimentation and overhyped false starts.

Recent investment has brought renewed attention, hope, and development to the prospects of widespread VR use. Based on our TUP 2016 US survey, only 2% of connected adults are actively using a VR headset, such as the Oculus Rift or Samsung Gear VR. This modest acceptance rate is only part of the research finding, though, as there is more that can be learned from the early adopters.

metafacts-metafaqs-mq0047-480-cexage-2017-02-02_11-00-09

Virtual reality headset adoption is led by youngish, but not the youngest, adults. Adults age 25-39 have the highest rates of VR Headset usage.

Adults age 30-34 have the strongest usage rates – at 5%. Slightly older adults – age 35-39 – have the next-highest usage rate.

In addition to their quest for fun and convenience, these age groups are in some of the most-active life stages, with the highest levels of presence of children, full-time employment, and household income. These sociological factors correlate strongly with higher demand for home entertainment, game consoles, game-playing, and gaming desktops and notebooks.

Looking ahead, we expect this age group to continue as the strongest users of VR Headsets. While there are exciting commercial developments, from training simulations to rapid prototyping, we expect these VR applications to reach fewer employees than consumers for VR Headsets.

This is based on our most recent research among 7,336 US adults as part of the TUP/Technology User Profile 2016 survey. This MetaFAQs research result addresses one of the many questions profiling active technology users. The TUP Lens with the most information about VR Headsets, age skews, and Entertainment Activities are the TUP 2016 Wearables Lens, Consumer Electronics, and Home Entertainment Lens.

metafacts-metafaqs-mq0047-480cexage-age-skew-vr-usage-by-age-group-2017-02-02_11-11-03

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.