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The devices children own, and what they use them for

Is children's device ownership growing, and which device fastest?

By Matthew Warneford, CEO

Published 16 September 2026 · Figures as of August 2026

Yes. Dubit tracked children's personal device ownership in the US from Q4 2024 to Q2 2026, and the games console gained the most percentage points. Games console ownership rose from 32% in Q4 2024 to 43% in Q2 2026, and peaked at 45% in Q1 2026.

Tablets and smartphones are the most-owned personal devices. Tablet ownership rose from 49% in Q4 2024 to 55% in Q2 2026. That made tablets one of the two most-owned personal devices by Q2 2026, alongside smartphones. Smartphone ownership rose from 47% to 55% over the same period. It climbed steadily, dipped to 45% around mid-2025, then rebounded.

Wearable ownership rose, and the question changed while it did. Wearable tech ownership went from 11% in Q4 2024 to 18% in Q2 2026. Dubit expanded the question wording in Q4 2025 to name Meta AI glasses as well as FitBit and Apple Watch. That change may have nudged the category's growth alongside genuine uptake.

Personal TV screens are more common than they were. Ownership of a TV screen that belongs to the child personally rose from 30% in Q4 2024 to 35% in Q2 2026.

VR headset ownership grew modestly. It rose from 11% in Q4 2024 to 14% in Q2 2026 in Dubit's US tracking study.

Laptops and shared devices stayed where they were. Personal computer and laptop ownership hovered between 22 and 29% across the study, with no clear trend. Smart speaker, e-reader, radio and streaming-device ownership all stayed between single digits and the mid-teens.

Personal, portable screens are where the growth is. Across Dubit's Q4 2024 to Q2 2026 US tracking of child device ownership, that is the clearest pattern. Shared or legacy tech such as radio and e-readers stays niche.

This page also answers

  • Do children own VR headsets or smart watches?
  • Is children's laptop ownership growing?
  • Who tracks what devices children own over time?
Matthew Warneford

CEO

Matthew Warneford is CEO and co-founder of Dubit. The studio builds immersive experiences for brands including Disney, Samsung, and the Grammy Awards, with work recognised by the 4A’s Jay Chiat Awards and the Shorty Awards. In 2025 he advised policymakers at the House of Lords on gaming as economic infrastructure.

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