Tag Archives: Game Consoles

Alone Americans – Overlooked Technology Users? [TUPdate]

Sometimes the slow-moving trends are the ones that get missed. Coupled with preconceived notions, these have the makings of blind spots. For many tech companies, single-person American households may be an overlooked market segment.

Based on research by the U.S. Census and our TUP/Technology User Profile service, 1-person American households are a sizable and growing segment with more to them than may be apparent at first. Also, they are not created equally, especially in which technology products and services they actively use.

Tech marketers often advertise with images of bustling families juggling their lives and devices. Soccer moms abound. This perpetuates a myth that’s leaving many out in the less connected and underserved cold. Furthermore, many companies from Amazon to Spotify and T-Mobile have created family plans that financially favor multi-person households, making their offerings less attractive to the many 1-person households.

While it makes sense for any marketers to focus on the biggest-seeming opportunities, and families are big tech consumers, sometimes this is done out of habit or custom, which may mean missing opportunities.

The number of single-person households has grown in share and number

The US Census reports that single-person households make up 28% of households in 2018, up substantially up from 13% in 1960. Similarly, the number of households has also grown, at 35.7 million in 2018, up from 6.9 million in 1960. Whether through preference or necessity, 1-person households are a substantial slice of the American market. Most forecasts indicate the share remaining stable for years to come.

On First Glance, 1-Person Households Seem Tech-Avoidant

When it comes to the devices Americans in 1-person households use, our TUP/Technology User Profile service shows that as a group, they’re behind the curve. American 1-person households appear to be languishing in technology’s past. They are 27% more likely than the average online American adult to still be using a home PC using Windows 7, the Microsoft operating systems nearing its end of life. The replacement for Windows Vista officially came off Microsoft’s mainstream support four years ago – in January 2015. Extended support has been available, yet that support is scheduled to be discontinued in less than one year, by January 2020. Also, 1-person households are well above average (22% higher than average) in their use of a home-owned basic feature phone.

In contrast, American households where children are present have well above-average rates of using many key devices – Windows tablets, game consoles, and Apple Notebooks. This simple view may clarify why some companies prefer to simply tailor their products and services to larger households and avoid smaller ones.

However, looking more deeply into 1-person households, there’s more than household size and core technology that reveals their differences.

A Deeper Look – Young and Old Singles

Within 1-person households, there’s a striking difference between younger and older adults in the profile of their technology usage. The highest usage index for Windows 7 home PCs is among older (age 35+) singles, at 48% higher than the national average. Similarly, there’s an index of 131 for use of a home-owned basic feature phone.

In stark contrast, among younger 1-person households, usage is strongly higher for many key technology devices: game consoles, Apple iPhones, Apple PCs (Macs), Apple notebooks, and Windows tablets.

However, age alone does not adequately describe 1-person households and their technology usage, nor does combining age and household size. There are yet other factors.

Size, Age, and Employment Status

Drilling down into the TUP/Technology User Profile results even more deeply, the combination of household size, age group, and employment status shows even stronger differences.

Have a job – part-time or full-time or even self-employed – and be younger than 40, and you’ll be among the highest technology adopters among 1-person households.

They are above average in using a Windows or Android Tablet, an Apple PC, iPhone, and game console.

The lowest technology adopters are those not employed outside the household and in 1-person households, both younger and older. These have the highest relative levels of using Windows 7 home PCs and home basic cell phones.

Family Plans Aren’t Only Used by Families

Interestingly, even while family/multi-person plans are ostensibly targeted at larger households, a substantial number of 1-person households are using them.

Nearly one-fourth (24%) of 1-person households have a smartphone plan with 2 or more lines. Similarly, “family” paid media subscriptions such as for music or TV are being used by 18% of America adults in 1-person households.

Looking ahead

Shifts in population may seem glacial especially by those in technology industries who are accustomed to frequent shifts. People change their living situations less quickly than they change their adoption of technology. Consequently, technology companies would be better served, as would 1-person households, to the extent these users are included in their offerings.

About this TUPdate

The analysis in this TUPdate is based on results drawn from the 2018 wave of TUP (Technology User Profile), which is TUP’s 36th continuous wave. This survey-based study details the use of technology products by a carefully-selected and weighted set of respondents drawn to represent online adults.

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Current TUP subscribers may request the supporting TUP information used for this analysis or for even deeper analysis. For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Basic cell phones, Consumer research, Demographics & Econographics, Households, Market Research, Market Segmentation, Market Sizing, Notebooks, Smartphones, Tablets, TUP 2018, Usage Patterns

What is the demographic profile of Game PC Users? (MetaFAQs)

Game Desktops and Game Notebooks are coming into their own, reaching beyond the niche enthusiast.

However, they’re missing a key active game-playing segment – females. As we’ve reported in an earlier MetaFAQ, there is near gender equality for game players using Smartphones, Tablets, Game Consoles and everyday PCs.

Young males, age 25-34, are the major users for gaming desktops and gaming notebooks, using them at twice and three times the rate of the average connected adult.metafacts-metafaqs-mq0672-2016-10-23_10-49-11

Although targeting gaming enthusiasts is a successful strategy, only focusing on the formerly-strongest users misses out on a large segment of active players that could use some extra attention.

This may present a challenge to the makers of gaming PCs such as ASUS, Acer, Dell/Alienware, or HP, as they will need to make some adjustments to their marketing.

Female game players that are already active across many platforms are also big tech spenders.

Game PC companies that miss out on serving this segment might find their game over.

This MetaFAQs research result addresses one of the many questions profiling active game-players.

Many other related answers are part of the full TUP service, available to paid subscribers. The TUP chapter with the most information about game players across all devices and platforms is the TUP 2016 Game Consoles, Gaming PCs and Game-Playing Chapter.

These MetaFAQs are brought to you by MetaFacts, based on research results from their most-recent wave of Technology User Profile (TUP).

For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Demographics & Econographics, Desktops, Entertainment, Game Consoles, Market Research, MetaFAQs, Notebooks, TUP 2016

Are Hearables Used More Often by Game Console Players? (MetaFAQs)

When a game player reaches their highest-ever score, does anyone around them want to hear about it? Not always. Are deeply-immersed game-players interested in hearing those around them? Many aren’t.

Hearables – from Bluetooth headsets to VR Goggles like the Oculus Rift are contributing to deepening the player’s experience, at a higher than average rate.

Among users of Game Consoles, use of Hearables is 56% higher than among the general public of connected adults.metafacts_mq0106_hearable_consoles

Game playing can be solitary, even when it’s multi-player.

This is based on our most recent research among 7,336 US adults as part of the Technology User Profile (TUP) 2016 survey.

This MetaFAQs research result addresses one of the many questions profiling active technology users.

Many other related answers are part of the full TUP service, available to paid subscribers. The TUP chapter with the most information about Hearables users is the TUP 2016 Devices Chapter. For a deeper dive into game-players and game consoles, TUP also covers many other consumer electronics and entertainment activities on connected devices, from game-playing to watching movies.

These MetaFAQs are brought to you by MetaFacts, based on research results from their most-recent wave of Technology User Profile (TUP).

For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Communication, Entertainment, Game Consoles, MetaFAQs, TUP 2016