Millennials may be getting bad press for lagging in real estate and financial investments, but they’re well invested in tech devices. Millennials use the largest number of connected devices per capita, including more than the next-younger generation – GenZ. PCs are the major device for all generations, while tablets have tumbled in usage among younger adults.
Continue reading “Generational wealth – in tech devices [TUPdate]”Home PC Penetration Update [TUPdate]
Home PC Penetration is Stable
Home PCs continue to be a feature of online Americans. Four out of five online American adults regularly use a home PC, and this share has remained unchanged from 2015 through 2019. This is based on results from the 2015 through 2019 waves of TUP/Technology User Profile.
Use of more than one home PC has also remained stable. Half of online adults use only one home PC, a rate that has only varied by three percent over five years. Similarly, the usage rate has remained the same for the use of two home PCs and for three or more home PCs. Neither are online Americans accumulating or letting go of home PCs.
Continue reading “Home PC Penetration Update [TUPdate]”Watching the watches – smartwatches and fitness bands [TUPdate]
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.
Worse yet for both fitness bands and smartwatches – it’s not as if each are cannibalizing the other. Use of either type of device is also down, dropping from a high of 33% in 2016 to 27% in 2019.
The market has tapered even while smartwatch makers continue to add capabilities well beyond timekeeping and step-counting. Also, it’s happening even as watch-wearers begin to actively use the new capabilities – broadening their use of smartwatches to more activities. Some of the top smartwatch activities include seeing who’s calling before taking a call through or on their smartwatch, recording their heart rates, checking current weather, or using their smartwatch in a store to check products or prices. Convenience is at hand.
Younger adults embrace wearables more than older Americans
Younger Americans have adopted Smart watches and other wearables more strongly than older Americans. Just over half of online Americans age 18 to 34 use at least one Bluetooth headset, smartwatch, or fitness band. In stark contrast, just less than one in five (19%) online Americans age 65 or higher use any of these wearables. Among this set, fitness bands have the highest penetration, on the wrists of one in nine (11%).
Hearables are an important category to track. In addition to sales by watchmakers, beneficiaries include digital media services (specifically music), cellular carriers, and the full ecosystem of e-wallet payments and retailers.
Favorite Device Combinations – Less Juggling [TUPdate]
The Favorite Collections
Users vote with their fingers, demonstrating what they like by what they use. The top combination includes two devices – a notebook and smartphone and no desktop or tablet – and is actively used by nearly one in seven (14%) online adults in the US.
Continue reading “Favorite Device Combinations – Less Juggling [TUPdate]”Game-Playing Trends – Convenience Gamers, Dedicated Gamers, and Device-Gamers [TUPdate]
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.
Continue reading “Game-Playing Trends – Convenience Gamers, Dedicated Gamers, and Device-Gamers [TUPdate]”
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