Cristiano Ronaldo has one of the most popular Instagram accounts as of April 2024.
The Portuguese footballer is the most-followed person on the photo sharing app platform with 628 million followers. Instagram's own account was ranked first with roughly 672 million followers.
How popular is Instagram?
Instagram is a photo-sharing social networking service that enables users to take pictures and edit them with filters. The platform allows users to post and share their images online and directly with their friends and followers on the social network. The cross-platform app reached one billion monthly active users in mid-2018. In 2020, there were over 114 million Instagram users in the United States and experts project this figure to surpass 127 million users in 2023.
Who uses Instagram?
Instagram audiences are predominantly young – recent data states that almost 60 percent of U.S. Instagram users are aged 34 years or younger. Fall 2020 data reveals that Instagram is also one of the most popular social media for teens and one of the social networks with the biggest reach among teens in the United States.
Celebrity influencers on Instagram
Many celebrities and athletes are brand spokespeople and generate additional income with social media advertising and sponsored content. Unsurprisingly, Ronaldo ranked first again, as the average media value of one of his Instagram posts was 985,441 U.S. dollars.
As of April 2024, around 16.5 percent of global active Instagram users were men between the ages of 18 and 24 years. More than half of the global Instagram population worldwide was aged 34 years or younger.
Teens and social media
As one of the biggest social networks worldwide, Instagram is especially popular with teenagers. As of fall 2020, the photo-sharing app ranked third in terms of preferred social network among teenagers in the United States, second to Snapchat and TikTok. Instagram was one of the most influential advertising channels among female Gen Z users when making purchasing decisions. Teens report feeling more confident, popular, and better about themselves when using social media, and less lonely, depressed and anxious.
Social media can have negative effects on teens, which is also much more pronounced on those with low emotional well-being. It was found that 35 percent of teenagers with low social-emotional well-being reported to have experienced cyber bullying when using social media, while in comparison only five percent of teenagers with high social-emotional well-being stated the same. As such, social media can have a big impact on already fragile states of mind.
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Through social media like Instagram, users are constantly exposed to “perfect” lives and bodies. Research in this field has predominantly focused on the mere time youth spend on Instagram and the effects on their body image, oftentimes uncovering negative effects. Little research has been done on the root of the influence: the consumed content itself. Hence, this study aims to qualitatively uncover the types of content that trigger youths’ body image. Using a diary study, 28 youth (Mage = 21.86; 79% female) reported 140 influential body image Instagram posts over five days, uncovering trigger points and providing their motivations, emotions, and impacts on body image. Based on these posts, four content categories were distinguished: Thin Ideal, Body Positivity, Fitness, and Lifestyle. These different content types triggered different emotions regarding body image, and clear gender distinctions in content could be noticed. The study increased youths’ awareness of Instagram's influence on their mood and body perception. The findings imply that the discussion about the effects of social media on body image should be nuanced, taking into account different types of content and users. Using this information, future interventions could focus on conscious use of social media rather than merely limiting its use.
As of January 2024, #love was the most used hashtag on Instagram, being included in over two billion posts on the social media platform. #Instagood and #instagram were used over one billion times as of early 2024.
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This data set belongs to:Valkenburg, P. M., Pouwels, J. L., Beyens, I., van Driel, I. I., & Keijsers, L. (2021). Adolescents’ social media experiences and their self-esteem: A person-specific susceptibility perspective.The preregistration of the design, sampling and analysis plan of the study, as well as all syntax files and online supplemental materials are available on the Open Science Framework (OSF) at https://osf.io/75k4x/.For more information, please contact the authors at p.m.valkenburg@uva.nl or info@project-awesome.nl.Note that the variable 'educational level' has not been included in the final dataset as we published an anonymized datafile. Please be aware that you will not be able to conduct the exploratory analyses with regard to educational level with the data provided on Figshare. Please contact the corresponding author to obtain the 'educational level' variable.
As of January 2024, Instagram was slightly more popular with men than women, with men accounting for 50.6 percent of the platform’s global users. Additionally, the social media app was most popular amongst younger audiences, with almost 32 percent of users aged between 18 and 24 years.
Instagram’s Global Audience
As of January 2024, Instagram was the fourth most popular social media platform globally, reaching two billion monthly active users (MAU). This number is projected to keep growing with no signs of slowing down, which is not a surprise as the global online social penetration rate across all regions is constantly increasing.
As of January 2024, the country with the largest Instagram audience was India with 362.9 million users, followed by the United States with 169.7 million users.
Who is winning over the generations?
Even though Instagram’s audience is almost twice the size of TikTok’s on a global scale, TikTok has shown itself to be a fierce competitor, particularly amongst younger audiences. TikTok was the most downloaded mobile app globally in 2022, generating 672 million downloads. As of 2022, Generation Z in the United States spent more time on TikTok than on Instagram monthly.
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Background: Suicide and substance use disorder (SUD) pose serious public health challenges among young adults in the United States. Increasing social media use among these populations can be leveraged as an alternative method to detect characteristics of suicide-related topics and behavior among substance users.Objective: To detect and characterize suicide and self-harm related conversations co-occurring with SUD posts and comments on the popular social media platform Instagram.Methods: This study used big data and machine learning approaches to collect and classify Instagram posts containing 632 controlled substance-related hashtags. Posts were first classified for online drug diversion topics and then filtered to detect suicide and mental health discussions. Posts and comments were then manually annotated for SUD and mental health co-occurring themes. Associations between these characteristics were tested using the Chi-square test.Results: We detected 719 Instagram posts/comments that included user-generated discussions about suicide, substance use and/or mental health. Posts self-reporting SUD and mental health topics were also more likely to discuss suicide compared to those that did not discuss SUD and mental health topics, respectively (p < 0.001). Major themes observed included concurrent discussions of suicide ideation and attempts and low self-esteem.Conclusions: Our study results provide preliminary evidence of social media discussions about suicide and mental health among those with SUD. This co-occurrence represents a key health risk factor on a platform heavily utilized by young adults. Further studies are required to analyze specific patterns of suicide and self-harm ideations for the purposes of designing future suicide prevention campaigns through digital channels.
As of April 2024, almost 32 percent of global Instagram audiences were aged between 18 and 24 years, and 30.6 percent of users were aged between 25 and 34 years. Overall, 16 percent of users belonged to the 35 to 44 year age group.
Instagram users
With roughly one billion monthly active users, Instagram belongs to the most popular social networks worldwide. The social photo sharing app is especially popular in India and in the United States, which have respectively 362.9 million and 169.7 million Instagram users each.
Instagram features
One of the most popular features of Instagram is Stories. Users can post photos and videos to their Stories stream and the content is live for others to view for 24 hours before it disappears. In January 2019, the company reported that there were 500 million daily active Instagram Stories users. Instagram Stories directly competes with Snapchat, another photo sharing app that initially became famous due to it’s “vanishing photos” feature.
As of the second quarter of 2021, Snapchat had 293 million daily active users.
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This data set belongs to:Valkenburg, P. M., Beyens, I., Pouwels, J. L., van Driel, I. I., & Keijsers, L. (2021). Social media use and adolescents' self-esteem: Heading for a person-specific media effects paradigm. Journal of Communication, 71(1), 56-78. https://doi.org/10.1093/joc/jqaa039More information about the study is available on the Open Science Framework (OSF), including the preregistration of the design and sampling plan (https://osf.io/327cx), the preregistration of the hypotheses and analysis plan (https://osf.io/peqa4), and all syntax files (https://osf.io/y3z7d).For more information, please contact the authors at p.m.valkenburg@uva.nl or info@project-awesome.nl.
Instagram’s most popular post
As of April 2024, the most popular post on Instagram was Lionel Messi and his teammates after winning the 2022 FIFA World Cup with Argentina, posted by the account @leomessi. Messi's post, which racked up over 61 million likes within a day, knocked off the reigning post, which was 'Photo of an Egg'. Originally posted in January 2021, 'Photo of an Egg' surpassed the world’s most popular Instagram post at that time, which was a photo by Kylie Jenner’s daughter totaling 18 million likes.
After several cryptic posts published by the account, World Record Egg revealed itself to be a part of a mental health campaign aimed at the pressures of social media use.
Instagram’s most popular accounts
As of April 2024, the official Instagram account @instagram had the most followers of any account on the platform, with 672 million followers. Portuguese footballer Cristiano Ronaldo (@cristiano) was the most followed individual with 628 million followers, while Selena Gomez (@selenagomez) was the most followed woman on the platform with 429 million. Additionally, Inter Miami CF striker Lionel Messi (@leomessi) had a total of 502 million. Celebrities such as The Rock, Kylie Jenner, and Ariana Grande all had over 380 million followers each.
Instagram influencers
In the United States, the leading content category of Instagram influencers was lifestyle, with 15.25 percent of influencers creating lifestyle content in 2021. Music ranked in second place with 10.96 percent, followed by family with 8.24 percent. Having a large audience can be very lucrative: Instagram influencers in the United States, Canada and the United Kingdom with over 90,000 followers made around 1,221 US dollars per post.
Instagram around the globe
Instagram’s worldwide popularity continues to grow, and India is the leading country in terms of number of users, with over 362.9 million users as of January 2024. The United States had 169.65 million Instagram users and Brazil had 134.6 million users. The social media platform was also very popular in Indonesia and Turkey, with 100.9 and 57.1, respectively. As of January 2024, Instagram was the fourth most popular social network in the world, behind Facebook, YouTube and WhatsApp.
http://rdm.uva.nl/en/support/confidential-data.htmlhttp://rdm.uva.nl/en/support/confidential-data.html
This data set belongs to:Beyens, I., Pouwels, J. L., van Driel, I. I., Keijsers, L., & Valkenburg, P. M. (2024). Social media use and adolescents' well-being: Developing a typology of person-specific effect patterns. Communication Research, 51(6), 691-716. https://doi.org/10.1177/00936502211038196More information about the study is available on the Open Science Framework (OSF), including the preregistration of the design and sampling plan (https://osf.io/327cx), the preregistration of the hypotheses and analysis plan (https://osf.io/692h7), and all syntax files (https://osf.io/nf32w).For more information, please contact the authors at i.beyens@uva.nl or info@project-awesome.nl.
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Here are a few use cases for this project:
Surveillance Systems: "Model 1" could be incorporated into security systems to provide real-time surveillance, detecting whether a person or child enters a specific area. This could be used for home security, public safety, or restricted spaces e.g., factories, laboratories etc.
Content Filtering: This model might be used for content filtering on platforms like YouTube or Instagram. It could help ensure content categorization by identifying whether they contain individuals, and if they are adults or children.
Smart Advertising: Advertisers could use the model to tailor digital billboards to passersby's demographic, displaying different advertisements based on whether an adult or child is detected.
Search Function Improvement: The system could enhance search engine capabilities. Users looking for specific images involving adults or children could be provided with more accurate results.
Health and Safety Measures: The AI model could be utilized to identify the presence of children in potentially dangerous situations such as being alone in a swimming pool, crossing the road, etc., to alert adults immediately.
This 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.
As of April 2024, Bahrain was the country with the highest Instagram audience reach with 95.6 percent. Kazakhstan also had a high Instagram audience penetration rate, with 90.8 percent of the population using the social network. In the United Arab Emirates, Turkey, and Brunei, the photo-sharing platform was used by more than 85 percent of each country's population.
This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). 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). 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 financial circumstances 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, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
ObjectiveAdolescents and young adults (AYA) with oncohematological diseases could have important psychosocial difficulties that could be worsened by the effects of the COVID19 pandemic. At this developmental stage, it is also important to assess the use of social networks (SNs). This study aims to investigate the type of social network use and the consequences of the COVID19 period. These patients are compared with matched healthy peers.MethodsAfter the informant consent signature, the adolescents completed a series of self-report questionnaires on the use of SNs, on communication preferences, on social anxiety and on Covid19 impact through the online platform of LimeSurvey. Most of the adolescents belonged to the 18–20 age group (42.5%), were female (62%) and mainly off therapy (72%).ResultsAdolescents spent more than 2 h/day on Instagram and 1 h and half on Whatsapp, while Tik Tok use was on average 1 h/day, especially used by younger patients (r = −0.33, p = 0.023). Males used Twitch (t45 = −2.06, p = 0.05) and Youtube (t45 = −2.18, p = 0.03) for longer than females. AYA in therapy used more Tik Tok (U = 137.50; p = 0.03), Ask/Tellonym (U = 172.50; p = 0.05) and Twitch (U = 144; p = 0.017) than those off therapy. Healthy AYA showed lower levels of exposure (Z = −4.17; p = 0.00001) and impact (Z = −5.12; p = 0.00001) to Covid19, while the level of social anxiety is comparable and is in the normal range in both groups.DiscussionSome clinical considerations and suggestions could be given based on these empirical results to health professionals in the care of AYA cancer patients.
Aineistossa selvitetään 16-30 -vuotiaiden media-arkea nykypäivänä sekä heidän toiveitaan koskien tulevaisuuden mediaa. Kysely on osa Media-alan tutkimussäätiön rahoittamaa Tulevaisuuden media-arki nuorten kuvittelemana -hanketta, jonka toteuttivat yhteistyössä Tampereen yliopiston Comet-tutkimuskeskus sekä Aalto-yliopiston informaatioverkoston koulutusohjelma. Aluksi vastaajille esitettiin kysymyksiä koskien heidän käyttämiään mediateknisiä laitteita ja sosiaalisen median sovelluksia. Heiltä esimerkiksi tiedusteltiin, minkälaisia laitteita ja sovelluksia he säännöllisesti käyttävät sekä mihin tarkoitukseen. Seuraavaksi esitettiin kysymyksiä koskien vastaajien kokemuksia oman mediankäytön muuttamisesta sekä sen mahdollisesta rajoittamisesta. Edelleen vastaajia pyydettiin kuvailemaan, millä tapaa he ovat omaan mediankäyttöönsä tyytyväisiä tai tyytymättömiä. Kyselyn lopuksi pyrittiin vielä kartoittamaan vastaajien toiveita liittyen tulevaisuuden mediaan. Taustamuuttujina aineistossa ovat syntymävuosi, sukupuoli, maakunta, perhemuoto, koulutus ja pääasiallinen toiminta. The survey charted the everyday media use of 16-30-year-olds in Finland. The survey was conducted as part of the Young people imagining media(ted) futures: developing a methodology for change research project, which was a joint project between Research Centre Comet at Tampere University and the Information Networks Programme at Aalto University. First, the respondents were asked which electronic devices they had at home (e.g. smartphone, laptop, smart watch) and which devices they found the most important for their personal use. The respondents' use of various social media apps, such as Instagram, TikTok and Discord, was examined, and they were asked about the content they consumed online (e.g. news, social media posts, podcasts, music). Further questions surveyed what was most important to the respondents when using electronic media equipment and apps (e.g. having discussions with others, having a fun way to spend time, creating content of their own, making purchases online), whether the respondents' media use habits had changed in the past year, and whether they had ever tried to restrict their use of media. At the end of the survey, several open-ended questions were presented to the respondents regarding their satisfaction in their media use and their expectations and hopes for the media and electronic devices of the future. Background variables included the respondent's year of birth, gender, NUTS3 region of residence, household composition, level of education and economic activity and occupational status. Ei-todennäköisyysotanta: itsestään muotoutunut näyteNonprobability.Availability Non-probability: AvailabilityNonprobability.Availability Itsetäytettävä lomake: verkkolomakeSelfAdministeredQuestionnaire.CAWI
Associations between FCER1A and IGHE polymorphisms withskin prick test (SPT) reactivity to at least one allergen among children with allergen-serum Ig.
How 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.
During a 2024 survey, 77 percent of respondents from Nigeria stated that they used social media as a source of news. In comparison, just 23 percent of Japanese respondents said the same. Large portions of social media users around the world admit that they do not trust social platforms either as media sources or as a way to get news, and yet they continue to access such networks on a daily basis.
Social media: trust and consumption
Despite the majority of adults surveyed in each country reporting that they used social networks to keep up to date with news and current affairs, a 2018 study showed that social media is the least trusted news source in the world. Less than 35 percent of adults in Europe considered social networks to be trustworthy in this respect, yet more than 50 percent of adults in Portugal, Poland, Romania, Hungary, Bulgaria, Slovakia and Croatia said that they got their news on social media.
What is clear is that we live in an era where social media is such an enormous part of daily life that consumers will still use it in spite of their doubts or reservations. Concerns about fake news and propaganda on social media have not stopped billions of users accessing their favorite networks on a daily basis.
Most Millennials in the United States use social media for news every day, and younger consumers in European countries are much more likely to use social networks for national political news than their older peers.
Like it or not, reading news on social is fast becoming the norm for younger generations, and this form of news consumption will likely increase further regardless of whether consumers fully trust their chosen network or not.
Cristiano Ronaldo has one of the most popular Instagram accounts as of April 2024.
The Portuguese footballer is the most-followed person on the photo sharing app platform with 628 million followers. Instagram's own account was ranked first with roughly 672 million followers.
How popular is Instagram?
Instagram is a photo-sharing social networking service that enables users to take pictures and edit them with filters. The platform allows users to post and share their images online and directly with their friends and followers on the social network. The cross-platform app reached one billion monthly active users in mid-2018. In 2020, there were over 114 million Instagram users in the United States and experts project this figure to surpass 127 million users in 2023.
Who uses Instagram?
Instagram audiences are predominantly young – recent data states that almost 60 percent of U.S. Instagram users are aged 34 years or younger. Fall 2020 data reveals that Instagram is also one of the most popular social media for teens and one of the social networks with the biggest reach among teens in the United States.
Celebrity influencers on Instagram
Many celebrities and athletes are brand spokespeople and generate additional income with social media advertising and sponsored content. Unsurprisingly, Ronaldo ranked first again, as the average media value of one of his Instagram posts was 985,441 U.S. dollars.