Young consumers are still glued to their core devices—but how they discover, buy, and use tech is changing. Social media has become a powerful word-of-mouth engine, especially for 18-24-year-olds, who are increasingly influenced by social ads, in-feed content, and creator endorsements. And after years of slow uptake, VR has finally found its audience: ownership among teen boys has surged, signaling a real moment for immersive social gaming. At the same time, young consumers are embracing certain vintage tech—film cameras, wristwatches, vinyl, old gaming consoles—but mainly as curated additions to their modern setups, not replacements. And nearly two-thirds say they want to go more analog this year, with unplugging a routine practice tied to mental health, focus, and overall well-being.
In YPulse’s 2026 Tech / Device Usage Report, we dive into what tech young consumers own, who and what is influencing their tech purchases, how VR is finally finding its core user, and how young consumers are unplugging to take back their time.
Report length: 19 pages, North America report is based on surveys of 1500 13-39-year-olds in the U.S. and Canada, fielded March 2026. Western Europe report is based on a survey of 2500 13-39-year-olds in the U.K., Italy, Spain, France, and Germany, fielded in March 2026

