How much time do people spend on social media? As of 2025, the average daily social media usage of internet users worldwide amounted to 141 minutes per day, down from 143 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 3 hours and 49 minutes on social media each day. In comparison, the daily time spent with social media in the U.S. was just 2 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.
As of the third quarter of 2024, internet users spent six hours and 38 minutes online daily. This is a slight increase in comparison to the previous quarter. Overall, between the third quarter of 2015 and the third quarter of 2024, the average daily internet use has increased by 19 minutes. Most online countries Internet users between 16 and 64 years old in South Africa spent the longest time online daily, nine hours and 27 minutes, followed by Brazil and the Philippines. These figures include the time spent using the internet on any device. In Japan, internet users spent around three hours and 57 minutes online per day. Users in Denmark also spent relatively less time on the internet, reaching about five hours daily. Most common online activities According to a 2024 survey, more than six in 10 people worldwide used the internet to find information. Furthermore, the usage of communication platforms was also a common reason for going online, followed by online content consumption, such as watching videos, TV shows, or movies.
Do you know how much time you spend on an app? Do you know the total use time of a day or average use time of an app?
This data set consists of - how many times a person unlocks his phone. - how much time he spends on every app on every day. - how much time he spends on his phone.
It lists the usage time of apps for each day.
Use the test data to find the Total Minutes that we can use the given app in a day. we can get a clear stats of apps usage. This data set will show you about the persons sleeping behavior as well as what app he spends most of his time. with this we can improve the productivity of the person.
The dataset was collected from the app usage app.
Open Government Licence 3.0http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/
License information was derived automatically
Internet use in the UK annual estimates by age, sex, disability, ethnic group, economic activity and geographical location, including confidence intervals.
https://cdla.io/sharing-1-0/https://cdla.io/sharing-1-0/
Context: This dataset offers insights into the usage patterns of social media apps for 1,000 users across seven popular platforms: Facebook, Instagram, Twitter, Snapchat, TikTok, LinkedIn, and Pinterest. It tracks various metrics such as daily time spent on the app, number of posts made, likes received, and new followers gained.
Dataset Features:
User_ID: Unique identifier for each user. App: The social media platform being used. Daily_Minutes_Spent: Total time a user spends on the app each day, ranging from 5 to 500 minutes. Posts_Per_Day: Number of posts a user creates per day, ranging from 0 to 20. Likes_Per_Day: Total number of likes a user receives on their posts each day, ranging from 0 to 200. Follows_Per_Day: The number of new followers a user gains daily, ranging from 0 to 50. Context & Use Cases: This dataset could be particularly useful for social media analysts, digital marketers, or researchers interested in understanding user engagement trends across different platforms. It provides insights into how much time users spend, how actively they post, and the level of engagement they receive (in terms of likes and followers).
Conclusion & Outcome: Analyzing this dataset could yield several outcomes:
Engagement Patterns: Identifying which platforms have higher engagement in terms of time spent or likes received. Active Users: Determining which users are the most active across various platforms based on the number of posts and followers gained. User Retention: Studying the correlation between time spent and follower growth, providing insight into user retention strategies for different platforms. Overall, the dataset allows for exploration of social media usage trends and helps drive decision-making for marketing strategies, content creation, and platform engagement.
Open Government Licence 3.0http://www.nationalarchives.gov.uk/doc/open-government-licence/version/3/
License information was derived automatically
Annual data on internet usage in Great Britain, including frequency of internet use, internet activities and internet purchasing.
Envestnet®| Yodlee®'s Consumer Spending Data (Aggregate/Row) Panels consist of de-identified, near-real time (T+1) USA credit/debit/ACH transaction level data – offering a wide view of the consumer activity ecosystem. The underlying data is sourced from end users leveraging the aggregation portion of the Envestnet®| Yodlee®'s financial technology platform.
Envestnet | Yodlee Consumer Panels (Aggregate/Row) include data relating to millions of transactions, including ticket size and merchant location. The dataset includes de-identified credit/debit card and bank transactions (such as a payroll deposit, account transfer, or mortgage payment). Our coverage offers insights into areas such as consumer, TMT, energy, REITs, internet, utilities, ecommerce, MBS, CMBS, equities, credit, commodities, FX, and corporate activity. We apply rigorous data science practices to deliver key KPIs daily that are focused, relevant, and ready to put into production.
We offer free trials. Our team is available to provide support for loading, validation, sample scripts, or other services you may need to generate insights from our data.
Investors, corporate researchers, and corporates can use our data to answer some key business questions such as: - How much are consumers spending with specific merchants/brands and how is that changing over time? - Is the share of consumer spend at a specific merchant increasing or decreasing? - How are consumers reacting to new products or services launched by merchants? - For loyal customers, how is the share of spend changing over time? - What is the company’s market share in a region for similar customers? - Is the company’s loyal user base increasing or decreasing? - Is the lifetime customer value increasing or decreasing?
Use Cases Categories (Our data provides an innumerable amount of use cases, and we look forward to working with new ones): 1. Market Research: Company Analysis, Company Valuation, Competitive Intelligence, Competitor Analysis, Competitor Analytics, Competitor Insights, Customer Data Enrichment, Customer Data Insights, Customer Data Intelligence, Demand Forecasting, Ecommerce Intelligence, Employee Pay Strategy, Employment Analytics, Job Income Analysis, Job Market Pricing, Marketing, Marketing Data Enrichment, Marketing Intelligence, Marketing Strategy, Payment History Analytics, Price Analysis, Pricing Analytics, Retail, Retail Analytics, Retail Intelligence, Retail POS Data Analysis, and Salary Benchmarking
Investment Research: Financial Services, Hedge Funds, Investing, Mergers & Acquisitions (M&A), Stock Picking, Venture Capital (VC)
Consumer Analysis: Consumer Data Enrichment, Consumer Intelligence
Market Data: Analytics B2C Data Enrichment, Bank Data Enrichment, Behavioral Analytics, Benchmarking, Customer Insights, Customer Intelligence, Data Enhancement, Data Enrichment, Data Intelligence, Data Modeling, Ecommerce Analysis, Ecommerce Data Enrichment, Economic Analysis, Financial Data Enrichment, Financial Intelligence, Local Economic Forecasting, Location-based Analytics, Market Analysis, Market Analytics, Market Intelligence, Market Potential Analysis, Market Research, Market Share Analysis, Sales, Sales Data Enrichment, Sales Enablement, Sales Insights, Sales Intelligence, Spending Analytics, Stock Market Predictions, and Trend Analysis.
Additional Use Cases: - Use spending data to analyze sales/revenue broadly (sector-wide) or granular (company-specific). Historically, our tracked consumer spend has correlated above 85% with company-reported data from thousands of firms. Users can sort and filter by many metrics and KPIs, such as sales and transaction growth rates and online or offline transactions, as well as view customer behavior within a geographic market at a state or city level. - Reveal cohort consumer behavior to decipher long-term behavioral consumer spending shifts. Measure market share, wallet share, loyalty, consumer lifetime value, retention, demographics, and more.) - Study the effects of inflation rates via such metrics as increased total spend, ticket size, and number of transactions. - Seek out alpha-generating signals or manage your business strategically with essential, aggregated transaction and spending data analytics.
Attribution-ShareAlike 4.0 (CC BY-SA 4.0)https://creativecommons.org/licenses/by-sa/4.0/
License information was derived automatically
Google Patents Public Data, provided by IFI CLAIMS Patent Services, is a worldwide bibliographic and US full-text dataset of patent publications. Patent information accessibility is critical for examining new patents, informing public policy decisions, managing corporate investment in intellectual property, and promoting future scientific innovation. The growing number of available patent data sources means researchers often spend more time downloading, parsing, loading, syncing and managing local databases than conducting analysis. With these new datasets, researchers and companies can access the data they need from multiple sources in one place, thus spending more time on analysis than data preparation.
The Google Patents Public Data dataset contains a collection of publicly accessible, connected database tables for empirical analysis of the international patent system.
Data Origin: https://bigquery.cloud.google.com/dataset/patents-public-data:patents
For more info, see the documentation at https://developers.google.com/web/tools/chrome-user-experience-report/
“Google Patents Public Data” by IFI CLAIMS Patent Services and Google is licensed under a Creative Commons Attribution 4.0 International License.
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IoTeX is a decentralized crypto system, a new generation of blockchain platform for the development of the Internet of things (IoT). The project team is sure that the users do not have such an application that would motivate to implement the technology of the Internet of things in life. And while this will not be created, people will not have the desire to spend money and time on IoT. The developers of IoTeX decided to implement not the application itself, but the platform for creation. It is through the platform that innovative steps in the space of the Internet of things will be encouraged. Learn more... This dataset is one of many crypto datasets that are available within the Google Cloud Public Datasets . As with other Google Cloud public datasets, you can query this dataset for free, up to 1TB/month of free processing, every month. Watch this short video to learn how to get started with the public datasets. Want to know how the data from these blockchains were brought into BigQuery, and learn how to analyze the data? En savoir plus
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http://reference.data.gov.uk/id/open-government-licencehttp://reference.data.gov.uk/id/open-government-licence
Under the new QDS framework departments’ spending data is published every quarter; to show the taxpayer how the Government is spending their money. The QDS grew out of commitments made in the 2011 Budget and the Written Ministerial Statement on Business Plans. For the financial year 2012/13 the QDS has been revised and improved in line with Action 9 of the Civil Service Reform Plan to provide a common set of data that will enable comparisons of operational performance across Government so that departments and individuals can be held to account. Q1 2012/13 is the first set of this new data collection and comprises of different categories and subsets. As collection proceeds, we expect to be able to make meaningful comparisons on what Departments are spending.
The QDS breaks down the total spend of the department in three ways: by Budget, by Internal Operation and by Transaction. At the moment this data is published by individual departments in Excel format, however, in the future the intention is to make this data available centrally through an online application.
Over time we will be making further improvements to the quality of the data and its timeliness. We expect that with time this process will allow the public to better understand the performance of each department and government operations in a meaningful way.
The QDS template is the same for all departments, though the individual detail of grants and policy will differ from department to department. In using this data: 1. People should ensure they take full note of the caveats noted in each Department’s return. 2. As the improvement of the QDS is an ongoing process data quality and completeness will be developed over time and therefore necessary caution should be applied to any comparative analysis undertaken.
Departmental Commentary
The Cabinet Office departmental family includes the Civil Service Commission. The figures for the Government Procurement Service are not included in the figures for Quarter 1.
https://lida.dataverse.lt/api/datasets/:persistentId/versions/2.2/customlicense?persistentId=hdl:21.12137/TFD6TJhttps://lida.dataverse.lt/api/datasets/:persistentId/versions/2.2/customlicense?persistentId=hdl:21.12137/TFD6TJ
The purpose of the study: to find out Lithuanian residents opinion about their work conditions and forms of virtual work spreading. Major investigated questions: respondents were asked to describer their main work and workplace. They were asked if it is/was overall possible to perform respondents main work without going to workplace that is not in their home. It was analysed how much time do they spend (or have spent in the past) in their main work using the internet (for work purposes) on a regular work day. Respondents were asked how appealing work that can be done in home/ from home (without going to workplace) and via internet is. Further, respondents were asked how much time they work/have worked virtually in their regular work day. It was analysed how often respondents have to/had to work virtually not on their work hours in the evenings and (or) nights, on weekends and holidays. Socio-demographic characteristics: gender, age, duration of education, education, employment status of the respondent and his / her husband / wife / permanent partner, profession (occupation), respondent's trade union membership, religion, participation in religious rites, political views, political and social activism, voting in the last Seimas elections, nationality, household size, average and total average monthly household income of the respondent, marital status, place of residence.
The dataset consists of interview transcripts with people who spend a lot of time playing video games. The interviewees include people who play video games competitively for at least 30 hours a week and people who have sought help for compulsive gaming. The interviews are follow-up interviews, and the same individuals were interviewed for the first time a year earlier. For the dataset containing the first round of interviews, see dataset FSD3678 archived at FSD. In the first part of the follow-up interviews, the interviewees were asked whether there had been any changes in their digital gaming habits compared to a year ago. The interviewees were also asked about any changes in their career, family and friends. Next, they were asked to give a day-by-day description of what a normal week of digital gaming was like for them and to describe in as much detail as possible one digital gaming experience from the previous month. Additionally, the interviews included questions about the interviewees' other hobbies and their satisfaction with their current job. In relation to gaming, the interviewees were asked whether they felt that they spent too much time playing digital games. Background information included, among others, the interviewee's gender, information on which interviewee group the interviewee was part of, and the date of the interview. The interview identifier makes it possible to compare data between each interviewee's first interview and follow-up interview. The data were organised into an easy to use HTML version at FSD.
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The global AI training dataset market size was valued at approximately USD 1.2 billion in 2023 and is projected to reach USD 6.5 billion by 2032, growing at a compound annual growth rate (CAGR) of 20.5% from 2024 to 2032. This substantial growth is driven by the increasing adoption of artificial intelligence across various industries, the necessity for large-scale and high-quality datasets to train AI models, and the ongoing advancements in AI and machine learning technologies.
One of the primary growth factors in the AI training dataset market is the exponential increase in data generation across multiple sectors. With the proliferation of internet usage, the expansion of IoT devices, and the digitalization of industries, there is an unprecedented volume of data being generated daily. This data is invaluable for training AI models, enabling them to learn and make more accurate predictions and decisions. Moreover, the need for diverse and comprehensive datasets to improve AI accuracy and reliability is further propelling market growth.
Another significant factor driving the market is the rising investment in AI and machine learning by both public and private sectors. Governments around the world are recognizing the potential of AI to transform economies and improve public services, leading to increased funding for AI research and development. Simultaneously, private enterprises are investing heavily in AI technologies to gain a competitive edge, enhance operational efficiency, and innovate new products and services. These investments necessitate high-quality training datasets, thereby boosting the market.
The proliferation of AI applications in various industries, such as healthcare, automotive, retail, and finance, is also a major contributor to the growth of the AI training dataset market. In healthcare, AI is being used for predictive analytics, personalized medicine, and diagnostic automation, all of which require extensive datasets for training. The automotive industry leverages AI for autonomous driving and vehicle safety systems, while the retail sector uses AI for personalized shopping experiences and inventory management. In finance, AI assists in fraud detection and risk management. The diverse applications across these sectors underline the critical need for robust AI training datasets.
As the demand for AI applications continues to grow, the role of Ai Data Resource Service becomes increasingly vital. These services provide the necessary infrastructure and tools to manage, curate, and distribute datasets efficiently. By leveraging Ai Data Resource Service, organizations can ensure that their AI models are trained on high-quality and relevant data, which is crucial for achieving accurate and reliable outcomes. The service acts as a bridge between raw data and AI applications, streamlining the process of data acquisition, annotation, and validation. This not only enhances the performance of AI systems but also accelerates the development cycle, enabling faster deployment of AI-driven solutions across various sectors.
Regionally, North America currently dominates the AI training dataset market due to the presence of major technology companies and extensive R&D activities in the region. However, Asia Pacific is expected to witness the highest growth rate during the forecast period, driven by rapid technological advancements, increasing investments in AI, and the growing adoption of AI technologies across various industries in countries like China, India, and Japan. Europe and Latin America are also anticipated to experience significant growth, supported by favorable government policies and the increasing use of AI in various sectors.
The data type segment of the AI training dataset market encompasses text, image, audio, video, and others. Each data type plays a crucial role in training different types of AI models, and the demand for specific data types varies based on the application. Text data is extensively used in natural language processing (NLP) applications such as chatbots, sentiment analysis, and language translation. As the use of NLP is becoming more widespread, the demand for high-quality text datasets is continually rising. Companies are investing in curated text datasets that encompass diverse languages and dialects to improve the accuracy and efficiency of NLP models.
Image data is critical for computer vision application
The global number of internet users in was forecast to continuously increase between 2024 and 2029 by in total 1.3 billion users (+23.66 percent). After the fifteenth consecutive increasing year, the number of users is estimated to reach 7 billion users and therefore a new peak in 2029. Notably, the number of internet users of was continuously increasing over the past years.Depicted is the estimated number of individuals in the country or region at hand, that use the internet. As the datasource clarifies, connection quality and usage frequency are distinct aspects, not taken into account here.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).Find more key insights for the number of internet users in countries like the Americas and Asia.
SafeGraph is just a data company. That's all we do.SafeGraph Places for ArcGIS is a subset of SafeGraph Places. SafeGraph Places is a points-of-interest (POI) dataset with business listing, building footprint, visitor insights, & foot-traffic data for every place people spend money in the U.S.The complete SafeGraph Places dataset has ~ 5.4 million points-of-interest in the USA and is updated monthly (to reflect store openings & closings).Here, for free on this listing, SafeGraph offers a subset of attributes from SafeGraph Places: POI business listing information and POI locations (building centroids).Columns in this dataset:safegraph_place_idparent_safegraph_place_idlocation_namesafegraph_brand_idsbrandstop_categorystreet_addresscitystatezip_codeNAICS codeGeometry Point data. Latitude and longitude of building centroid.For data definitions and complete documentation visit SafeGraph Developer and Data Scientist Docs.For statistics on the dataset, see SafeGraph Places Summary Statistics.Data is available as a hosted Feature Service to easily integrate with all ESRI products in the ArcGIS ecosystem.Want More? Want this POI data for use outside of ArcGIS Online? Want POI data for Canada? Want POI building footprints (Geometry)?Want more detailed category information (Core Places)?Want phone numbers or operating hours (Core Places)?Want POI visitor insights & foot-traffic data (Places Patterns)?To see more, preview & download all SafeGraph Places, Patterns, & Geometry data from SafeGraph’s Data Bar.Or drop us a line! Your data needs are our data delights. Contact: support-esri@safegraph.comView Terms of Use
The government is committed to publishing departmental spend over £25,000 as part of its commitment to transparency and open government.
This is the Foreign & Commonwealth Office spend in the UK for transactions totalling over £25,000 published by month. We have published our spend in line with Cabinet Office guidelines which allow for data protection of individuals and security constraints.
https://www.icpsr.umich.edu/web/ICPSR/studies/37070/termshttps://www.icpsr.umich.edu/web/ICPSR/studies/37070/terms
The data in this collection are social network data drawn from a large-scale field experiment. Theories of human behavior suggest that individuals attend to the behavior of certain people in their community to understand what is socially normative and adjust their own behavior in response. This experiment tested these theories by randomizing an anti-conflict intervention across 56 New Jersey public middle schools, with 24,191 students. After having comprehensively measured every school's social network, randomly selected seed groups of 20-32 students from randomly selected schools were assigned to an intervention that encouraged public stances against conflict at school. The data allowed for comparisons between treatment and control groups, and also provided variables to analyze social networks to examine the impact of social referents. Surveys were conducted at the start and end of the 2012-2013 school year, the year in which the experiment was conducted. The survey data contains social network variables based on the peers with whom the respondent chooses to spend time. Survey data also include respondents' perceived descriptive and prescriptive norms of conflict at the schools surveyed, as well as administrative data on the schools and demographics of respondents. The collection includes one dataset, with 482 variables for 24,471 cases. Demographic variables in the collection include gender, grade, age, height, weight, race/ethnicity, language, household characteristics, and demographic variables obtained from school administrative records.
How much time do people spend on social media? As of 2025, the average daily social media usage of internet users worldwide amounted to 141 minutes per day, down from 143 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 3 hours and 49 minutes on social media each day. In comparison, the daily time spent with social media in the U.S. was just 2 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.