Tag Archives: Games

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.

About this TUPdate

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.

Questions?

Current subscribers to TUP/Technology User Profile may request the supporting TUP information used for this analysis or for even deeper analysis. For example, clients may request similar results outside the US, or within your chosen market subset. For more information about MetaFacts and subscribing to TUP, please contact MetaFacts.

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Filed under Consumer research, Desktops, Entertainment, Game Consoles, Market Research, Multiple Devices, Notebooks, Smartphones, Tablets, Trends, TUP 2019, TUPdate

PC and Tablet Choosers Outspend Phone Choosers (TUPdate)

Those who choose a PC or Tablet for what they do spend more than those who primarily choose a mobile phone. Choosing a phone to communicate is widespread and these users spend the least each year on household technology devices and services. Those primarily choosing a tablet for their cloud storage or productivity activities are few in number and spend the most each year on technology.

This is based on results from the latest MetaFacts TUP/Technology User Profile 2018 study, it’s 36th continuous wave. This analysis is focused on 7,886 U.S. survey respondents.

The majority of online adults in the U.S. regularly use more than one device, and they’re increasingly choosing between their various devices for each of the activities they’d like to get done. As they experiment with their activities across different devices, they begin to develop preferences for one device type or another. For example, they may do some shopping on a smartphone as well as a tablet or PC, and then use a PC for the majority of their shopping activities. Similarly, they may communicate by text, email, voice or video calls across their devices, and then choose to use a smartphone for most of their communication activities.

Communication activities especially favor mobile, highly-connected devices, to better let users enjoy quickly response or simultaneous communication. This is shown in the 129.8 million U.S. adults who primarily use a phone to communicate. There are 55.2 million U.S. adults who primarily use a PC to communicate, as they primarily use email or sit at their desktop or notebook for video conference calls.

We compared these activity-device groups against annual household technology spending. This spending spans devices and services, from purchases of smartphones, PCs, printer and tablets, to internet and TV services, installation, and media. The biggest technology spenders choose tablets over PCs or phones for nearly every category of activity. This reflects in part that tablets are often a user’s third device, and that the biggest spenders have more devices than average.

Looking ahead

The growing use of cloud storage coupled with broadened wireless Internet access has helped users to become less dependent on a single device or location. Apps to support user’s favorite activities are still not universally available across device types and operating systems, and this continues to reduce the ease with which users can move between the mix of devices they have access to. As app developers continue to design multi-platform apps that truly span device types and environments, this will help users expand their collection of actively used devices.

We expect users to continue to use various and multiple devices, and increase their ease at switching between them. The world ahead looks good for jugglers.

About this TUPdate

The analysis in this TUPdate is based on results drawn from the most-recent wave of TUP (Technology User Profile), the 2018 edition 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. This specific wave spanned the US, UK, Germany, India, and China. From the installed base we focused in on online adults and how they use a Smartphone, PC, or Tablet through a broad collection of activities. Through analysis of these results we identified which type of devices they used primarily for these activities.

Resources

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 Behaviors and Activities, Cloud Storage, Communication, Consumer research, Desktops, Entertainment, Game Consoles, Graphics and Image, Information and Search, Mobile Phones, Multiple Devices, Notebooks, Personal and Productivity, Shopping, Smartphones, Social Networking, Tablets, TUP 2018, TUPdate, Usage Patterns

Pocket full of fun – Entertainment Activities (MetaFAQs)

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 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 Technology User Profile (TUP) 2017 edition.

Unlike Connected Adults around the world in other countries, in India, Smartphones are used for a unique set of Entertainment Activities.

Well 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 U.S. and U.K. 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 MetaFAQ is based on TUP 2017 WW table 580 ACT_ENTxCOUNTRY – Entertainment Activities by Country. This is based on our most recent research among 13,572 US adults as part of the Technology User Profile (TUP) 2017 survey.

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

Many other related research answers are part of the TUP service, available to paid subscribers. The TUP sections with the most information about Notebook/Laptop PC use by country is the Technology User Profile 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 Basic cell phones, Desktops, Entertainment, Market Research, MetaFAQs, Mobile Phones, Notebooks, Smartphones, TUP 2017

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