Alert for addiction of young people to social networks

Alert for addiction of young people to social networks

Almost everyone uses WhatsApp daily, followed by InstagramTwitter and TikTok. LinkedIn and Facebook They are present, but little used. Discord grows, but remains niche.

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Media are consumed for various reasons; We read for information, we watch videos for fun, and we use social media and video games to socialize.

The average respondent lives immersed in a digital world, switching between 5 devices, communicating with 4 apps and using 7 networks to open up to the world. Also, pay more than 4 streaming subscriptions. Despite the end of the pandemic, they remain hyperconnected.

Those surveyed have returned to attend massive shows regularly, be it the cinema, recitals and the theater, although they have not yet recovered pre-pandemic levels. Personal experiences continue to play a relevant role in media consumption.

Of the average of 5 devices per person, the most mentioned is the PC/notebook (1.4 per household), followed by the smartphone (98%), the smart TV (81%) and the tablet (45%). Dongles at 44%, consoles at 39%, and smartwatches are climbing strongly with 28% penetration.

The metaverse was one of the most used terms in digital media in 2022; however, despite the fact that 70% of those surveyed state that they know what it is, only 13% of them have visited any version of it.

audiovisual media

The consumption of streaming takes 70% of the mentions, followed very far by tv + cable, internet and telcos. The average uses 4 audiovisual platforms to watch content.

83% consume traditional TV on smart TVs versus 46% on streaming, which is mainly consumed on PCs/notebooks (68% mentions) and smartphones/tablets (62%).

audio and music

In the discovery of new music or podcasts, social networks (28%), recommendations from friends (25%) and suggestions from the same platform (22%) stand out. The radio is mainly listened to in the car; streaming on the smartphone and (physical) discs on dedicated players.

Virtual tie between paid and free applications; Spotify leads the paid ones and YouTube the free ones. More than half of those surveyed consume podcasts (61%), mainly through Spotify (50%), followed by YouTube (5%), Apple Podcasts (3%) and Google Podcasts (2%).

Gaming

A third of those who play video games do so mainly on their smartphones, 30% on PC/laptop and the same on consoles (25% fixed + 5% portable).

A little less than half of those surveyed declare themselves a player (48%); Of these, half are “casual” players (1-2 times a week) and 19% play every day. The average daily playing time is 1 h 37 minutes for those who declare themselves players.

45% of those surveyed state that they have a video game console at home (Sony’s PlayStation being the big winner); while 1/5 subscribe to an online service. 19% state that they have more than one console, generally a fixed one and a portable one.

The majority of those surveyed do not watch streams of other people playing the game; Those who do, usually do it on YouTube to watch on a delayed basis and on Twitch or Discord to watch live.

Source: Ambito

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