Facebook
TwitterThe global number of Facebook users was forecast to continuously increase between 2023 and 2027 by in total 391 million users (+14.36 percent). After the fourth consecutive increasing year, the Facebook user base is estimated to reach 3.1 billion users and therefore a new peak in 2027. Notably, the number of Facebook users was continuously increasing over the past years. User figures, shown here regarding the platform Facebook, have been estimated by taking into account company filings or press material, secondary research, app downloads and traffic data. They refer to the average monthly active users over the period and count multiple accounts by persons only once.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).
Facebook
TwitterFacebook received 73,390 user data requests from federal agencies and courts in the United States during the second half of 2023. The social network produced some user data in 88.84 percent of requests from U.S. federal authorities. The United States accounts for the largest share of Facebook user data requests worldwide.
Facebook
TwitterHow many people use social media?
Social media usage is one of the most popular online activities. In 2024, over five billion people were using social media worldwide, a number projected to increase to over six billion in 2028.
Who uses social media?
Social networking is one of the most popular digital activities worldwide and it is no surprise that social networking penetration across all regions is constantly increasing. As of January 2023, the global social media usage rate stood at 59 percent. This figure is anticipated to grow as lesser developed digital markets catch up with other regions
when it comes to infrastructure development and the availability of cheap mobile devices. In fact, most of social media’s global growth is driven by the increasing usage of mobile devices. Mobile-first market Eastern Asia topped the global ranking of mobile social networking penetration, followed by established digital powerhouses such as the Americas and Northern Europe.
How much time do people spend on social media?
Social media is an integral part of daily internet usage. On average, internet users spend 151 minutes per day on social media and messaging apps, an increase of 40 minutes since 2015. On average, internet users in Latin America had the highest average time spent per day on social media.
What are the most popular social media platforms?
Market leader Facebook was the first social network to surpass one billion registered accounts and currently boasts approximately 2.9 billion monthly active users, making it the most popular social network worldwide. In June 2023, the top social media apps in the Apple App Store included mobile messaging apps WhatsApp and Telegram Messenger, as well as the ever-popular app version of Facebook.
Facebook
TwitterWhich county has the most Facebook users?
There are more than 378 million Facebook users in India alone, making it the leading country in terms of Facebook audience size. To put this into context, if India’s Facebook audience were a country then it would be ranked third in terms of largest population worldwide. Apart from India, there are several other markets with more than 100 million Facebook users each: The United States, Indonesia, and Brazil with 193.8 million, 119.05 million, and 112.55 million Facebook users respectively.
Facebook – the most used social media
Meta, the company that was previously called Facebook, owns four of the most popular social media platforms worldwide, WhatsApp, Facebook Messenger, Facebook, and Instagram. As of the third quarter of 2021, there were around 3,5 billion cumulative monthly users of the company’s products worldwide. With around 2.9 billion monthly active users, Facebook is the most popular social media worldwide. With an audience of this scale, it is no surprise that the vast majority of Facebook’s revenue is generated through advertising.
Facebook usage by device
As of July 2021, it was found that 98.5 percent of active users accessed their Facebook account from mobile devices. In fact, almost 81.8 percent of Facebook audiences worldwide access the platform only via mobile phone. Facebook is not only available through mobile browser as the company has published several mobile apps for users to access their products and services. As of the third quarter 2021, the four core Meta products were leading the ranking of most downloaded mobile apps worldwide, with WhatsApp amassing approximately six billion downloads.
Facebook
TwitterAs of April 2024, Facebook had an addressable ad audience reach 131.1 percent in Libya, followed by the United Arab Emirates with 120.5 percent and Mongolia with 116 percent. Additionally, the Philippines and Qatar had addressable ad audiences of 114.5 percent and 111.7 percent.
Facebook
TwitterAs of April 2024, it was found that men between the ages of 25 and 34 years made up Facebook largest audience, accounting for 18.4 percent of global users. Additionally, Facebook's second largest audience base could be found with men aged 18 to 24 years.
Facebook connects the world
Founded in 2004 and going public in 2012, Facebook is one of the biggest internet companies in the world with influence that goes beyond social media. It is widely considered as one of the Big Four tech companies, along with Google, Apple, and Amazon (all together known under the acronym GAFA). Facebook is the most popular social network worldwide and the company also owns three other billion-user properties: mobile messaging apps WhatsApp and Facebook Messenger,
as well as photo-sharing app Instagram. Facebook usersThe vast majority of Facebook users connect to the social network via mobile devices. This is unsurprising, as Facebook has many users in mobile-first online markets. Currently, India ranks first in terms of Facebook audience size with 378 million users. The United States, Brazil, and Indonesia also all have more than 100 million Facebook users each.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
Techsalerator’s Location Sentiment Data for Mauritania
Techsalerator’s Location Sentiment Data for Mauritania offers a detailed and structured dataset that provides valuable insights into public sentiment across different regions. This data is essential for businesses, researchers, and policymakers looking to understand community perceptions, social trends, and regional sentiment variations.
For access to the full dataset, contact us at info@techsalerator.com or visit Techsalerator Contact Us.
Techsalerator’s Location Sentiment Data for Mauritania enables in-depth analysis of public opinion and sentiment across urban, rural, and economic zones. The dataset supports industries such as market research, social sciences, government policy-making, and AI-driven sentiment analysis.
To obtain Techsalerator’s Location Sentiment Data for Mauritania, contact info@techsalerator.com with your specific requirements. Techsalerator provides customized datasets based on requested fields, with delivery available within 24 hours. Ongoing access options can also be discussed.
For in-depth insights into public opinion and sentiment patterns across Mauritania, Techsalerator’s dataset is an invaluable resource for businesses, researchers, policymakers, and AI developers.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
Techsalerator’s Location Sentiment Data for Sudan
Techsalerator’s Location Sentiment Data for Sudan provides a deep analysis of public sentiment across various geographic locations. This dataset is essential for businesses, researchers, and policymakers looking to understand social perceptions, economic trends, and consumer behavior in Sudan.
For access to the full dataset, contact us at info@techsalerator.com or visit Techsalerator Contact Us.
Techsalerator’s Location Sentiment Data for Sudan offers structured insights into public sentiment across urban, rural, and industrial areas. This dataset is invaluable for market analysis, political research, urban planning, and AI-driven sentiment analysis.
To obtain Techsalerator’s Location Sentiment Data for Sudan, contact info@techsalerator.com with your specific requirements. Techsalerator provides customized datasets with delivery available within 24 hours. Ongoing access options can also be arranged.
For in-depth insights into public sentiment across Sudan, Techsalerator’s dataset is an invaluable resource for businesses, analysts, and policymakers looking to make data-driven decisions.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
This dataset provides daily stock data for some of the top companies in the USA stock market, including major players like Apple, Microsoft, Amazon, Tesla, and others. The data is collected from Yahoo Finance, covering each company’s historical data from its starting date until today. This comprehensive dataset enables in-depth analysis of key financial indicators and stock trends for each company, making it valuable for multiple applications.
The dataset contains the following columns, consistent across all companies:
Machine Learning & Deep Learning:
Data Science:
Data Analysis:
Financial Research:
This dataset is a powerful tool for analysts, researchers, and financial enthusiasts, offering versatility across multiple domains from stock analysis to algorithmic trading models.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
Instagram is an American photo and video sharing social networking service founded in 2010 by Kevin Systrom and Mike Krieger, and later acquired by American company Facebook Inc., now known as Meta Platforms. The app allows users to upload media that can be edited with filters and organized by hashtags and geographical tagging. Posts can be shared publicly or with preapproved followers. Users can browse other users' content by tag and location, view trending content, like photos, and follow other users to add their content to a personal feed.
Instagram network is very much used to influence people (the users followers) in a particular way for a specific issue - which can impact the order in some ways.
| Columns | Description |
|---|---|
| rank | Rank of the Influencer |
| channel_info | Username of the Instagrammer |
| influence_score | Influence score of the users |
| posts | Number of posts they have made so far |
| followers | Number of followers of the user |
| avg_likes | Average likes on instagrammer posts |
| 60_day_eng_rate | Last 60 days engagement rate of instagrammer as faction of engagements they have done so far |
| new_post_avg_like | Average likes they have on new posts |
| total_likes | Total likes the user has got on their posts. (in Billion) |
| country | Country or region of origin of the user |
Facebook
TwitterAttribution-NonCommercial 4.0 (CC BY-NC 4.0)https://creativecommons.org/licenses/by-nc/4.0/
License information was derived automatically
Nymeria Dataset
[Project Page] [Data Explorer] [Code] [Paper]
Nymeria is the world's largest dataset of human motion in the wild, capturing diverse people performing diverse activities across diverse locations. It is first of a kind to record body motion using multiple egocentric multimodal devices, all accurately synchronized and localized in one metric 3D world. Nymeria is also the world's largest motion dataset with natural language descriptions. The dataset is… See the full description on the dataset page: https://huggingface.co/datasets/projectaria/Nymeria.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
AEP Project is a dataset for object detection tasks - it contains People annotations for 1,046 images.
## Getting Started
You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
## License
This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).
Facebook
TwitterThis survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in the United States. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behaviour in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3400). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids) and which online resources they had used to purchases these drugs (e.g. Facebook, Instagram, Craigslist). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their economic situation and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
Facebook
TwitterResearchers at New York University, the University of Texas at Austin, and other academic institutions, as well as Meta, partnered with NORC at the University of Chicago to understand more about how the information people see on Facebook and Instagram affects their opinions and behaviors. This dataset contains survey, web browsing, voter turnout, and campaign contribution data associated with the U.S. 2020 Facebook and Instagram Election Study. Read more about the project here.
Facebook
TwitterThis dataset is gleaned from employing a netnography methodology whereby Facebook posts and media content from London Latin American focused Facebook groups from 2021 backwards were extracted and analysed using Nvivo software. The posts were searched for their relevance to the Elephant and Castle mall in London, a hub from the Latin American community, and the effect of the closing of the hub on the wellbeing of the residences who posted about it. The study was to uncover wellbeing issues that effected displaced populations. The posts and videos were assessed and keywords systematically picked out for snowball analysis, regularity and presence within certain groups. This aided the identification of those factors most relevant to the wellbeing of these migrant groups. The dataset breaks down the number of mentions in individual posts (rather than the total mentions, where some posts may mention the same wellbeing factor more than once). It separates the wellbeing factors (lefthand column) against national groupings identified by the name of the individual Facebook group where the content of those posts originated.
This research directly addresses the 'Sustainability, equity, wellbeing and cultural connections' aspects identified in the call. It investigates through what processes forcibly displaced people become part of cities, in ways that sustainably contribute to economic development, cultural advancement and wellbeing. To this end, we will build a detailed understanding of the relations between placemaking processes, modalities of reception and wellbeing outcomes for displaced groups in Indian and European cities. We do this in a context of rapidly growing human displacement, forced migration and refugee flows to cities globally, and in European and Indian cities that are witnessing rising inequalities.
The research objectives, in approximate order of importance, are:
(i) Gain a deep understanding of the material and cultural production, design and architectural organisation of urban spaces of displacement and placemaking processes. (ii) Critically examine the ways in which these spaces and the displaced people in them are governed, through assemblages of actors and particular modalities of reception, to produce particular wellbeing effects. (iii) Assess in what ways and why displaced people negotiate access to these spaces. (iv) Develop, design and build strategic interventions that foster equity and inclusion in urban spaces, grounded in the wellbeing priorities of vulnerable displaced groups. (v) Build student and academic capacity for current and future cross- and trans-disciplinary research, design and learning relating to migration management in cities.
To achieve these objectives, the study is guided by an overarching research question: How to curate processes that foster displaced people to become part of the city, and to sustainably contribute to its economic development, socio-cultural cohesion and wellbeing? This question is broken down into four sub-questions:
The project will convene European and Indian social science and humanities research communities to jointly conduct cross-country investigations into urban protracted displacement across lower-middle income (India) and higher income countries (Finland, Norway, UK). The comparative case study analysis across cities of various scales (from town to megacity) will advance new empirical, conceptual and theoretical insights.
This project also offers a unique approach to analysis and capacity building, making sure that the insights and skills gained amongst the consortium will last beyond the end of the project. We will systematically pair senior researchers and students from Architecture and Design studies and Social Sciences to advance a highly inter-disciplinary approach that has great potential to generate new insights and to advance architectural and policy solutions that address growing urban inequalities and economic development, and improve equity and socio-cultural wellbeing in a sustainable manner.
Facebook
TwitterIn 2024, Google ranked as the most valuable media and entertainment brand worldwide, with a brand value of 683 billion U.S. dollars. Facebook ranked second, valued at around 167 billion dollars. Part of the Tencent Group, WeChat and v.qq.com (Tencent Video) had a brand value of 56 billion and 17.5 billion dollars, respectively.
Facebook
TwitterHow much time do people spend on social media?
As of 2024, the average daily social media usage of internet users worldwide amounted to 143 minutes per day, down from 151 minutes in the previous year. Currently, the country with the most time spent on social media per day is Brazil, with online users spending an average of three hours and 49 minutes on social media each day. In comparison, the daily time spent with social media in
the U.S. was just two hours and 16 minutes. Global social media usageCurrently, the global social network penetration rate is 62.3 percent. Northern Europe had an 81.7 percent social media penetration rate, topping the ranking of global social media usage by region. Eastern and Middle Africa closed the ranking with 10.1 and 9.6 percent usage reach, respectively.
People access social media for a variety of reasons. Users like to find funny or entertaining content and enjoy sharing photos and videos with friends, but mainly use social media to stay in touch with current events friends. Global impact of social mediaSocial media has a wide-reaching and significant impact on not only online activities but also offline behavior and life in general.
During a global online user survey in February 2019, a significant share of respondents stated that social media had increased their access to information, ease of communication, and freedom of expression. On the flip side, respondents also felt that social media had worsened their personal privacy, increased a polarization in politics and heightened everyday distractions.
Facebook
TwitterA global survey conducted in the third quarter of 2024 found that the main reason for using social media was to keep in touch with friends and family, with over 50.8 percent of social media users saying this was their main reason for using online networks. Overall, 39 percent of social media users said that filling spare time was their main reason for using social media platforms, whilst 34.5 percent of respondents said they used it to read news stories. Less than one in five users were on social platforms for the reason of following celebrities and influencers.
The most popular social network
Facebook dominates the social media landscape. The world's most popular social media platform turned 20 in February 2024, and it continues to lead the way in terms of user numbers. As of February 2025, the social network had over three billion global users. YouTube, Instagram, and WhatsApp follow, but none of these well-known brands can surpass Facebook’s audience size.
Moreover, as of the final quarter of 2023, there were almost four billion Meta product users.
Ever-evolving social media usage
The utilization of social media remains largely gratuitous; however, companies have been encouraging users to become paid subscribers to reduce dependence on advertising profits. Meta Verified entices users by offering a blue verification badge and proactive account protection, among other things. X (formerly Twitter), Snapchat, and Reddit also offer users the chance to upgrade their social media accounts for a monthly free.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
Google LLC is an American multinational technology company that specializes in Internet-related services and products, which include online advertising technologies, a search engine, cloud computing, software, and hardware. It is considered one of the Big Five companies in the American information technology industry, along with Amazon, Facebook, Apple, and Microsoft. Google was founded on September 4, 1998, by Larry Page and Sergey Brin while they were Ph.D. students at Stanford University in California. Together they own about 14% of its publicly-listed shares and control 56% of the stockholder voting power through super-voting stock. The company went public via an initial public offering (IPO) in 2004. In 2015, Google was reorganized as a wholly-owned subsidiary of Alphabet Inc. Google is Alphabet's largest subsidiary and is a holding company for Alphabet's Internet properties and interests. Sundar Pichai was appointed CEO of Google on October 24, 2015, replacing Larry Page, who became the CEO of Alphabet. On December 3, 2019, Pichai also became the CEO of Alphabet.
Google, is one of the greatest gifts to mankind. Any information that you need today is available on Google. Google is a household name and literally, everyone is aware of what Google is. It helps you get resources for your school projects, helps you shop online, and much more. Google has made getting an education a lot easier for people across the globe. No matter where you are, you can access Google provided you have internet. Every piece of info is available on Google and it's all one click away. But Google has a parent company known as Alphabet Inc. that trades and here we have stock data from Alphabet Inc.
This data set has 7 columns with all the necessary values such as the opening price of the stock, its closing price, its highest in the day, and much more. It has date-wise data of the stock starting from 2013 to 2024(Jan).
Information about this dataset This dataset provides historical data of Alphabet Inc. (GOOG). The data is available at a daily level. The currency is USD.
Facebook
TwitterDuring a 2024 survey among marketers worldwide, around 86 percent reported using Facebook for marketing purposes. Instagram and LinkedIn followed, respectively mentioned by 79 and 65 percent of the respondents.
The global social media marketing segment
According to the same study, 59 percent of responding marketers intended to increase their organic use of YouTube for marketing purposes throughout that year. LinkedIn and Instagram followed with similar shares, rounding up the top three social media platforms attracting a planned growth in organic use among global marketers in 2024. Their main driver is increasing brand exposure and traffic, which led the ranking of benefits of social media marketing worldwide.
Social media for B2B marketing
Social media platform adoption rates among business-to-consumer (B2C) and business-to-business (B2B) marketers vary according to each subsegment's focus. While B2C professionals prioritize Facebook and Instagram – both run by Meta, Inc. – due to their popularity among online audiences, B2B marketers concentrate their endeavors on Microsoft-owned LinkedIn due to its goal to connect people and companies in a corporate context.
Facebook
TwitterThe global number of Facebook users was forecast to continuously increase between 2023 and 2027 by in total 391 million users (+14.36 percent). After the fourth consecutive increasing year, the Facebook user base is estimated to reach 3.1 billion users and therefore a new peak in 2027. Notably, the number of Facebook users was continuously increasing over the past years. User figures, shown here regarding the platform Facebook, have been estimated by taking into account company filings or press material, secondary research, app downloads and traffic data. They refer to the average monthly active users over the period and count multiple accounts by persons only once.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).