Facebook
TwitterIn February 2024, adults in the United States aged between 18 and 24, spent 186 minutes per day engaging with social media platforms. In comparison, respondents aged 65 and older dedicated approximately 102 minutes of their day to social media. TikTok was the most engaging social media platform for U.S. consumers aged between 18 and 24 years. The popular video was also the most engaging among users aged 35 and 54 years, commanding between 45 and 50 minutes of users' daily attention. Respondents aged between 55 and 65, reported to spending between 45 minutes daily on Facebook.
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
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
TwitterAs of February 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 usage Currently, 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 and friends. Global impact of social media Social 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 polarization in politics, and heightened everyday distractions.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
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*****Documentation Process***** 1. Data Preparation: - Upload the data into Power Query to assess quality and identify duplicate values, if any. - Verify data quality and types for each column, addressing any miswriting or inconsistencies. 2. Data Management: - Duplicate the original data sheet for future reference and label the new sheet as the "Working File" to preserve the integrity of the original dataset. 3. Understanding Metrics: - Clarify the meaning of column headers, particularly distinguishing between Impressions and Reach, and comprehend how Engagement Rate is calculated. - Engagement Rate formula: Total likes, comments, and shares divided by Reach. 4. Data Integrity Assurance: - Recognize that Impressions should outnumber Reach, reflecting total views versus unique audience size. - Investigate discrepancies between Reach and Impressions to ensure data integrity, identifying and resolving root causes for accurate reporting and analysis. 5. Data Correction: - Collaborate with the relevant team to rectify data inaccuracies, specifically addressing the discrepancy between Impressions and Reach. - Engage with the concerned team to understand the root cause of discrepancies between Impressions and Reach. - Identify instances where Impressions surpass Reach, potentially attributable to data transformation errors. - Following the rectification process, meticulously adjust the dataset to reflect the corrected Impressions and Reach values accurately. - Ensure diligent implementation of the corrections to maintain the integrity and reliability of the data. - Conduct a thorough recalculation of the Engagement Rate post-correction, adhering to rigorous data integrity standards to uphold the credibility of the analysis. 6. Data Enhancement: - Categorize Audience Age into three groups: "Senior Adults" (45+ years), "Mature Adults" (31-45 years), and "Adolescent Adults" (<30 years) within a new column named "Age Group." - Split date and time into separate columns using the text-to-columns option for improved analysis. 7. Temporal Analysis: - Introduce a new column for "Weekend and Weekday," renamed as "Weekday Type," to discern patterns and trends in engagement. - Define time periods by categorizing into "Morning," "Afternoon," "Evening," and "Night" based on time intervals. 8. Sentiment Analysis: - Populate blank cells in the Sentiment column with "Mixed Sentiment," denoting content containing both positive and negative sentiments or ambiguity. 9. Geographical Analysis: - Group countries and obtain additional continent data from an online source (e.g., https://statisticstimes.com/geography/countries-by-continents.php). - Add a new column for "Audience Continent" and utilize XLOOKUP function to retrieve corresponding continent data.
*****Drawing Conclusions and Providing a Summary*****
Facebook
TwitterAs of October 2025, **** percent of TikTok's global audience were women between the ages of 18 and 24 years, while male users of the same age formed **** percent of the platform's audience. The online audience of the popular social video platform was further composed of **** percent of female users aged between 25 and 34 years and **** percent of male users in the same age group.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
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This dataset provides a comprehensive analysis of the factors influencing the credibility of information on social media among Iranian users. The research focuses on identifying the most significant factors that affect the perceived credibility of information shared on various social media platforms. The dataset includes demographic information, social media usage patterns, and ratings of various attributes related to information credibility.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
This dataset provides a comprehensive collection of consumer behavior data that can be used for various market research and statistical analyses. It includes information on purchasing patterns, demographics, product preferences, customer satisfaction, and more, making it ideal for market segmentation, predictive modeling, and understanding customer decision-making processes.
The dataset is designed to help researchers, data scientists, and marketers gain insights into consumer purchasing behavior across a wide range of categories. By analyzing this dataset, users can identify key trends, segment customers, and make data-driven decisions to improve product offerings, marketing strategies, and customer engagement.
Key Features: Customer Demographics: Understand age, income, gender, and education level for better segmentation and targeted marketing. Purchase Behavior: Includes purchase amount, frequency, category, and channel preferences to assess spending patterns. Customer Loyalty: Features like brand loyalty, engagement with ads, and loyalty program membership provide insights into long-term customer retention. Product Feedback: Customer ratings and satisfaction levels allow for analysis of product quality and customer sentiment. Decision-Making: Time spent on product research, time to decision, and purchase intent reflect how customers make purchasing decisions. Influences on Purchase: Factors such as social media influence, discount sensitivity, and return rates are included to analyze how external factors affect purchasing behavior.
Columns Overview: Customer_ID: Unique identifier for each customer. Age: Customer's age (integer). Gender: Customer's gender (categorical: Male, Female, Non-binary, Other). Income_Level: Customer's income level (categorical: Low, Middle, High). Marital_Status: Customer's marital status (categorical: Single, Married, Divorced, Widowed). Education_Level: Highest level of education completed (categorical: High School, Bachelor's, Master's, Doctorate). Occupation: Customer's occupation (categorical: Various job titles). Location: Customer's location (city, region, or country). Purchase_Category: Category of purchased products (e.g., Electronics, Clothing, Groceries). Purchase_Amount: Amount spent during the purchase (decimal). Frequency_of_Purchase: Number of purchases made per month (integer). Purchase_Channel: The purchase method (categorical: Online, In-Store, Mixed). Brand_Loyalty: Loyalty to brands (1-5 scale). Product_Rating: Rating given by the customer to a purchased product (1-5 scale). Time_Spent_on_Product_Research: Time spent researching a product (integer, hours or minutes). Social_Media_Influence: Influence of social media on purchasing decision (categorical: High, Medium, Low, None). Discount_Sensitivity: Sensitivity to discounts (categorical: Very Sensitive, Somewhat Sensitive, Not Sensitive). Return_Rate: Percentage of products returned (decimal). Customer_Satisfaction: Overall satisfaction with the purchase (1-10 scale). Engagement_with_Ads: Engagement level with advertisements (categorical: High, Medium, Low, None). Device_Used_for_Shopping: Device used for shopping (categorical: Smartphone, Desktop, Tablet). Payment_Method: Method of payment used for the purchase (categorical: Credit Card, Debit Card, PayPal, Cash, Other). Time_of_Purchase: Timestamp of when the purchase was made (date/time). Discount_Used: Whether the customer used a discount (Boolean: True/False). Customer_Loyalty_Program_Member: Whether the customer is part of a loyalty program (Boolean: True/False). Purchase_Intent: The intent behind the purchase (categorical: Impulsive, Planned, Need-based, Wants-based). Shipping_Preference: Shipping preference (categorical: Standard, Express, No Preference). Payment_Frequency: Frequency of payment (categorical: One-time, Subscription, Installments). Time_to_Decision: Time taken from consideration to actual purchase (in days).
Use Cases: Market Segmentation: Segment customers based on demographics, preferences, and behavior. Predictive Analytics: Use data to predict customer spending habits, loyalty, and product preferences. Customer Profiling: Build detailed profiles of different consumer segments based on purchase behavior, social media influence, and decision-making patterns. Retail and E-commerce Insights: Analyze purchase channels, payment methods, and shipping preferences to optimize marketing and sales strategies.
Target Audience: Data scientists and analysts looking for consumer behavior data. Marketers interested in improving customer segmentation and targeting. Researchers are exploring factors influencing consumer decisions and preferences. Companies aiming to improve customer experience and increase sales through data-driven decisions.
This dataset is available in CSV format for easy integration into data analysis tools and platforms such as Python, R, and Excel.
Facebook
TwitterAs 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.
Facebook
Twitter
This database is comprised of 951 participants who provided self-report data online in their school classrooms. The data was collected in 2016 and 2017. The dataset is comprised of 509 males (54%) and 442 females (46%). Their ages ranged from 12 to 16 years (M = 13.69, SD = 0.72). Seven participants did not report their age. The majority were born in Australia (N = 849, 89%). The next most common countries of birth were China (N = 24, 2.5%), the UK (N = 23, 2.4%), and the USA (N = 9, 0.9%). Data were drawn from students at five Australian independent secondary schools.
The data contains item responses for the Spence Children’s Anxiety Scale (SCAS; Spence, 1998) which is comprised of 44 items. The Social media question asked about frequency of use with the question “How often do you use social media?”. The response options ranged from constantly to once a week or less. Items measuring Fear of Missing Out were included and incorporated the following five questions based on the APS Stress and Wellbeing in Australia Survey (APS, 2015). These were “When I have a good time it is important for me to share the details online; I am afraid that I will miss out on something if I don’t stay connected to my online social networks; I feel worried and uncomfortable when I can’t access my social media accounts; I find it difficult to relax or sleep after spending time on social networking sites; I feel my brain burnout with the constant connectivity of social media. Internal consistency for this measure was α = .81. Self compassion was measured using the 12-item short-form of the Self-Compassion Scale (SCS-SF; Raes et al., 2011).
The data set has the option of downloading an excel file (composed of two worksheet tabs) or CSV files 1) Data and 2) Variable labels.
References:
Australian Psychological Society. (2015). Stress and wellbeing in Australia survey. https://www.headsup.org.au/docs/default-source/default-document-library/stress-and-wellbeing-in-australia-report.pdf?sfvrsn=7f08274d_4
Raes, F., Pommier, E., Neff, K. D., & Van Gucht, D. (2011). Construction and factorial validation of a short form of the self-compassion scale. Clinical Psychology and Psychotherapy, 18(3), 250-255. https://doi.org/10.1002/cpp.702
Spence, S. H. (1998). A measure of anxiety symptoms among children. Behaviour Research and Therapy, 36(5), 545-566. https://doi.org/10.1016/S0005-7967(98)00034-5
Facebook
TwitterAttribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
The C-19GA20 dataset was gathered online in April 2020 from school and university students between 14 to 24 years of age. It provides insightful information about the students’ mental health, social lives, attitude towards Covid-19, impact of the Covid-19 Pandemic on students’ education, and their experience with online learning. The data includes 5 major groups of variables: 1) Socio-demographic data - age group, gender, current place of stay, study level in their institution 2) 4 items for information regarding connectivity to the internet during the lockdown - device availability for exclusive use, internet bandwidth, top 5 online tools used most commonly, and screen time. 3) 9 items measured the impact of Covid-19 on the students’ social lives - their current situation of living, number of people around them where they live, their feelings towards meeting their friends, visiting their institution of study, events that would have been held offline. Students were asked about their top 5 past time activities during the lockdown and the amount of time they spend on social media online. 4) 6 items to gauge their experience with online learning during the lockdown - questions about feeling connected to their peers, maintaining discipline, structured learning, and the stress/burden felt by them due to online learning in the lockdown 5) 11 items to comprehensively gather information about the students’ mental health - how well have they adapted to stay-at-home instructions, their overall mood in the lockdown, feelings towards Covid 19, their prime concerns regarding their academic schedule, being updated and informed about Covid 19, the impact of social media on their beliefs. Finally, the students were asked to write about how they feel the pandemic has changed them as a person and affected their thinking process, and the students were asked to share a one-line message for the world during the lockdown.
Facebook
TwitterBy Joshua Shepherd [source]
This comprehensive dataset provides a rich and multi-faceted exploration into the intriguing world of digital habits, employment status, and demographics of Americans. Inspired by evolving modern lifestyle trends, this dataset meticulously draws information from varied topics such as gaming habits, job search techniques and broadband usage.
The first part of the dataset delves into the realm of video games and gaming culture. It explores various aspects related to individual's preferences towards different types of games across diverse platforms. It uncovers insights into how much time users spend on these games, their favoured genres and platforms (such as consoles or PC), along with their perspectives on important issues concerning violence in video games.
Next up is an insightful dataset that revolves around job seeking trends through digital channels. In a fast-paced business world where online resources have started playing an integral role in career progression and job hunt processes, this data provides valuable insights about Americans' reliance on internet services for finding potential jobs.
Hard-hitting questions revolving around workforce automation form yet another component of this extensive database. This section throws light upon the use of computers, robots or artificial intelligence to carry out tasks traditionally performed by human workers.
Probing further into modern relationship dynamics comes queries pertaining to online dating landscape. This segment explores Americans' attitudes towards online dating platforms - their usual go-to applications/web portals for seeking new relationships or love interests.
Lastly but importantly is an exhaustive set containing facts and figures regarding home broadband usage among Americans across all age groups & genders including their access to crucial cable TV services & smartphone possession rates & dependency levels over them in daily life activities ranging from shopping to banking & even learning new skills!
Collectively offering a well-rounded snapshot at contemporary American societies –this explorative data aims at providing stepping stones for researchers trying to understand these realms thereby serving larger cause making our society better
This dataset provides a rich collection of information about the digital habits, employment status, and secondary demographic data of respondents from the June-July 2015 Gaming, Job Search, and Broadband Usage Among Americans survey. With multiple sections regarding diverse topics such as gaming, online job searches, internet usage patterns and more fundamental demographics details - this dataset can be used for various kinds of exploratory data analysis (EDA), machine learning models or creating informative visualizations.
Here is how you can get started with this dataset:
1. Exploring Digital Habits:
The questions about video games ask if a respondent ever plays video games on a computer or console. This can be used to identify key trends in digital habits among different demographic groups - for instance correlation between age or gender and propensity towards gaming.
2. Analysing Job Searches:
The job seeking portion has information regarding use of internet in search processes and its effectiveness according to respondents’ opinion. You could perform an analysis on how working status (or even age group) affects the way individuals employ technology during their job searches.
3. Studying Broadband Usage:
Data about broadband usage at home would give insights into internet adoption rates among various demographic groups.
4.Predictive Modelling:
Potential predictive modeling could include predicting someone's employment status based on their digital habits or vice versa.
5.Cross-Referencing Data Points:
Using two or more datapoints can yield some interesting results as well - like finding out if gamers are more likely than non-gamers to frequently change jobs or seeing if there is any correlation with high speed broadband usage and employment type etc.
Before conducting any analysis do keep in mind that it would be beneficial to conduct some basic cleaning tasks such as checking for missing values, removing duplicates etc., suitable encoding discrete variables including education level into numerical ones based upon intuition behind categories ordinality could also provide better model performance.
This is just scratching the surface of p...
Facebook
TwitterPlease cite the following paper when using this dataset: N. Thakur, “Twitter Big Data as a Resource for Exoskeleton Research: A Large-Scale Dataset of about 140,000 Tweets and 100 Research Questions,” Preprints, 2022, DOI: 10.20944/preprints202206.0383.v1 Abstract The exoskeleton technology has been rapidly advancing in the recent past due to its multitude of applications and use cases in assisted living, military, healthcare, firefighting, and industries. With the projected increase in the diverse uses of exoskeletons in the next few years in these application domains and beyond, it is crucial to study, interpret, and analyze user perspectives, public opinion, reviews, and feedback related to exoskeletons, for which a dataset is necessary. The Internet of Everything era of today's living, characterized by people spending more time on the Internet than ever before, holds the potential for developing such a dataset by mining relevant web behavior data from social media communications, which have increased exponentially in the last few years. Twitter, one such social media platform, is highly popular amongst all age groups, who communicate on diverse topics including but not limited to news, current events, politics, emerging technologies, family, relationships, and career opportunities, via tweets, while sharing their views, opinions, perspectives, and feedback towards the same. Therefore, this work presents a dataset of about 140,000 Tweets related to exoskeletons. that were mined for a period of 5-years from May 21, 2017, to May 21, 2022. The tweets contain diverse forms of communications and conversations which communicate user interests, user perspectives, public opinion, reviews, feedback, suggestions, etc., related to exoskeletons. Instructions: This dataset contains about 140,000 Tweets related to exoskeletons. that were mined for a period of 5-years from May 21, 2017, to May 21, 2022. The tweets contain diverse forms of communications and conversations which communicate user interests, user perspectives, public opinion, reviews, feedback, suggestions, etc., related to exoskeletons. The dataset contains only tweet identifiers (Tweet IDs) due to the terms and conditions of Twitter to re-distribute Twitter data only for research purposes. They need to be hydrated to be used. The process of retrieving a tweet's complete information (such as the text of the tweet, username, user ID, date and time, etc.) using its ID is known as the hydration of a tweet ID. The Hydrator application (link to download the application: https://github.com/DocNow/hydrator/releases and link to a step-by-step tutorial: https://towardsdatascience.com/learn-how-to-easily-hydrate-tweets-a0f393ed340e#:~:text=Hydrating%20Tweets) or any similar application may be used for hydrating this dataset. Data Description This dataset consists of 7 .txt files. The following shows the number of Tweet IDs and the date range (of the associated tweets) in each of these files. Filename: Exoskeleton_TweetIDs_Set1.txt (Number of Tweet IDs – 22945, Date Range of Tweets - July 20, 2021 – May 21, 2022) Filename: Exoskeleton_TweetIDs_Set2.txt (Number of Tweet IDs – 19416, Date Range of Tweets - Dec 1, 2020 – July 19, 2021) Filename: Exoskeleton_TweetIDs_Set3.txt (Number of Tweet IDs – 16673, Date Range of Tweets - April 29, 2020 - Nov 30, 2020) Filename: Exoskeleton_TweetIDs_Set4.txt (Number of Tweet IDs – 16208, Date Range of Tweets - Oct 5, 2019 - Apr 28, 2020) Filename: Exoskeleton_TweetIDs_Set5.txt (Number of Tweet IDs – 17983, Date Range of Tweets - Feb 13, 2019 - Oct 4, 2019) Filename: Exoskeleton_TweetIDs_Set6.txt (Number of Tweet IDs – 34009, Date Range of Tweets - Nov 9, 2017 - Feb 12, 2019) Filename: Exoskeleton_TweetIDs_Set7.txt (Number of Tweet IDs – 11351, Date Range of Tweets - May 21, 2017 - Nov 8, 2017) Here, the last date for May is May 21 as it was the most recent date at the time of data collection. The dataset would be updated soon to incorporate more recent tweets.
Facebook
TwitterAttribution-NonCommercial-NoDerivs 4.0 (CC BY-NC-ND 4.0)https://creativecommons.org/licenses/by-nc-nd/4.0/
License information was derived automatically
This database is comprised of 603 participants who provided self-report data online in their school classrooms. The data was collected in 2016 and 2017. The dataset is comprised of 208 males (34%) and 395 females (66%). Their ages ranged from 12 to 15 years. Their age in years at baseline is provided. The majority were born in Australia. Data were drawn from students at two Australian independent secondary schools. The data contains total responses for the following scales:
The Intolerance of Uncertainty Scale (IUS-12; Short form; Carleton et al, 2007) is a 12-item scale measuring two dimensions of Prospective and Inhibitory intolerance of uncertainty.
Two subscales of the Children’s Automatic Thoughts Scale (CATS; Schniering & Rapee, 2002) were administered. The Peronalising and Social Threat were each composed of 10 items.
UPPS Impulsive Behaviour Scale (Whiteside & Lynam, 2001) which is comprised of 12 items.
Dispositional Envy Scale (DES; Smith et al, 1999) which is comprised of 8 items.
Spence Children’s Anxiety Scale (SCAS; Spence, 1998) which is comprised of 44 items. Three subscales totals included were the GAD subscale (labelled SCAS_GAD), the OCD subscale (labelled SCAS_OCD) and the Social Anxiety subscale (labelled SCAS_SA). Each subscale was comprised of 6 items.
Avoidance and Fusion Questionnaire for Youth (AFQ-Y; Greco et al., 2008) which is comprised of 17 items.
Distress Disclosure Index (DDI; Kahn & Hessling, 2001) which is comprised of 12 items.
Repetitive Thinking Questionnaire-10 (RTQ-10; McEvoy et al., 2014) which is comprised of 10 items.
The Brief Fear of Negative Evaluation Scale, Straightforward Items (BFNE-S; Rodebaugh et al., 2004) which is comprised of 8 items.
Short Mood and Feelings Questionnaire (SMFQ; Angold et al., 1995) which is comprised by 13 items.
The Self-Compassion Scale Short Form (SCS-SF; Raes et al., 2011) which is comprised by 12 items. The subscales include Self Kindness, Self Judgment, Social Media subscales - These subscale scores were based on social media questions composed for this project and also drawn from three separate scales as indicated in the table below. The original scales assessed whether participants experience discomfort and a fear of missing out when disconnected from social media (taken from the Australian Psychological Society Stress and Wellbeing Survey; Australian Psychological Society, 2015a), style of social media use (Tandoc et al., 2015b) and Fear of Missing Out (Przybylski et al., 2013c). The items in each subscale are listed below.
Pub_Share Public Sharing When I have a good time it is important for me to share the details onlinec
On social media how often do you write a status updateb
On social media how often do you post photosb
Surveillance_SM On social media how often do you read the newsfeed
On social media how often do you read a friend’s status updateb
On social media how often do you view a friend’s photob
On social media how often do you browse a friend’s timelineb
Upset Share On social media how often do you go online to share things that have upset you?
Text private On social media how often do you Text friends privately to share things that have upset you?
Insight_SM Social Media Reduction I use social media less now because it often made me feel inadequate
FOMO I am afraid that I will miss out on something if I don’t stay connected to my online social networksa.
I feel worried and uncomfortable when I can’t access my social media accountsa.
Neg Eff of SM I find it difficult to relax or sleep after spending time on social networking sitesa.
I feel my brain ‘burnout’ with the constant connectivity of social mediaa.
I notice I feel envy when I use social media.
I can easily detach from the envy that appears following the use of social media (reverse scored)
DES_SM Envy Mean acts online Feeling envious about another person has led me to post a comment online about another person to make them laugh
Feeling envious has led me to post a photo online without someone’s permission to make them angry or to make fun of them
Feeling envious has prompted me to keep another student out of things on purpose, excluding her from my group of friends or ignoring them.
Substance Use: Two items measuring peer influence on alcohol consumption were adapted from the SHAHRP “Patterns of Alcohol Use” measure (McBride, Farringdon & Midford, 2000). These items were “When I am with friends I am quite likely to drink too much alcohol” and “Substances (alcohol, drugs, medication) are the immediate way I respond to my thoughts about a situation when I feel distressed or upset.
Angold, A., Costello, E. J., Messer, S. C., & Pickles, A. (1995). Development of a short questionnaire for use in epidemiological studies of depression in children and adolescents. International Journal of Methods in Psychiatric Research, 5(4), 237–249.
Australian Psychological Society. (2015). Stress and wellbeing in Australia survey. https://www.headsup.org.au/docs/default-source/default-document-library/stress-and-wellbeing-in-australia-report.pdf?sfvrsn=7f08274d_4
Greco, L.A., Lambert, W. & Baer., R.A. (2008) Psychological inflexibility in childhood and adolescence: Development and evaluation of the Avoidance and Fusion Questionnaire for Youth. Psychological Assessment, 20, 93-102. https://doi.org/10.1037/1040-3590.20.2.9
Kahn, J. H., & Hessling, R. M. (2001). Measuring the tendency to conceal versus disclose psychological distress. Journal of Social and Clinical Psychology, 20(1), 41–65. https://doi.org/10.1521/jscp.20.1.41.22254
McBride, N., Farringdon, F. & Midford, R. (2000) What harms do young Australians experience in alcohol use situations. Australian and New Zealand Journal of Public Health, 24, 54–60 https://doi.org/10.1111/j.1467-842x.2000.tb00723.x
McEvoy, P.M., Thibodeau, M.A., Asmundson, G.J.G. (2014) Trait Repetitive Negative Thinking: A brief transdiagnostic assessment. Journal of Experimental Psychopathology, 5, 1-17. Doi. 10.5127/jep.037813
Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in human behavior, 29(4), 1841-1848. https://doi.org/10.1016/j.chb.2013.02.014
Raes, F., Pommier, E., Neff, K. D., & Van Gucht, D. (2011). Construction and factorial validation of a short form of the self-compassion scale. Clinical Psychology and Psychotherapy, 18(3), 250-255. https://doi.org/10.1002/cpp.702
Rodebaugh, T. L., Woods, C. M., Thissen, D. M., Heimberg, R. G., Chambless, D. L., & Rapee, R. M. (2004). More information from fewer questions: the factor structure and item properties of the original and brief fear of negative evaluation scale. Psychological assessment, 16(2), 169. https://doi.org/10.1037/10403590.16.2.169
Schniering, C. A., & Rapee, R. M. (2002). Development and validation of a measure of children’s automatic thoughts: the children’s automatic thoughts scale. Behaviour Research and Therapy, 40(9), 1091-1109. . https://doi.org/10.1016/S0005-7967(02)00022-0
Smith, R. H., Parrott, W. G., Diener, E. F., Hoyle, R. H., & Kim, S. H. (1999). Dispositional envy. Personality and Social Psychology Bulletin, 25(8), 1007-1020. https://doi.org/10.1177/01461672992511008
Spence, S. H. (1998). A measure of anxiety symptoms among children. Behaviour Research and Therapy, 36(5), 545-566. https://doi.org/10.1016/S0005-7967(98)00034-5
Tandoc, E. C., Ferrucci, P., & Duffy, M. (2015). Facebook use, envy, and depression among college students: Is facebooking depressing? Computers in Human Behavior, 43, 139–146. https://doi.org/10.1016/j.chb.2014.10.053
Whiteside, S.P. & Lynam, D.R. (2001) The five factor model and impulsivity: using a structural model of personality to understand impulsivity. Personality and Individual Differences 30,669-689. https://doi.org/10.1016/S0191-8869(00)00064-7
The data was collected by Dr Danielle A Einstein, Dr Madeleine Fraser, Dr Anne McMaugh, Prof Peter McEvoy, Prof Ron Rapee, Assoc/Prof Maree Abbott, Prof Warren Mansell and Dr Eyal Karin as part of the Insights Project.
The data set has the option of downloading an excel file (composed of two worksheet tabs) or CSV files 1) Data and 2) Variable labels.
Facebook
TwitterThe global social media penetration rate in was forecast to continuously increase between 2024 and 2028 by in total 11.6 (+18.19 percent). After the ninth consecutive increasing year, the penetration rate is estimated to reach 75.31 and therefore a new peak in 2028. Notably, the social media penetration rate of was continuously increasing over the past years.
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TwitterAttribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
This dataset explores how daily digital habits — including social media usage, screen time, and notification exposure — relate to individual productivity, stress, and well-being.
The dataset contains 30,000 real-world-style records simulating behavioral patterns of people with various jobs, social habits, and lifestyle choices. The goal is to understand how different digital behaviors correlate with perceived and actual productivity.
✅ Designed for real-world ML workflows
Includes missing values, noise, and outliers — ideal for practicing data cleaning and preprocessing.
🔗 High correlation between target features
The perceived_productivity_score and actual_productivity_score are strongly correlated, making this dataset suitable for experiments in feature selection and multicollinearity.
🛠️ Feature Engineering playground
Use this dataset to practice feature scaling, encoding, binning, interaction terms, and more.
🧪 Perfect for EDA, regression & classification
You can model productivity, stress, or satisfaction based on behavior patterns and digital exposure.
| Column Name | Description |
|---|---|
age | Age of the individual (18–65 years) |
gender | Gender identity: Male, Female, or Other |
job_type | Employment sector or status (IT, Education, Student, etc.) |
daily_social_media_time | Average daily time spent on social media (hours) |
social_platform_preference | Most-used social platform (Instagram, TikTok, Telegram, etc.) |
number_of_notifications | Number of mobile/social notifications per day |
work_hours_per_day | Average hours worked each day |
perceived_productivity_score | Self-rated productivity score (scale: 0–10) |
actual_productivity_score | Simulated ground-truth productivity score (scale: 0–10) |
stress_level | Current stress level (scale: 1–10) |
sleep_hours | Average hours of sleep per night |
screen_time_before_sleep | Time spent on screens before sleeping (hours) |
breaks_during_work | Number of breaks taken during work hours |
uses_focus_apps | Whether the user uses digital focus apps (True/False) |
has_digital_wellbeing_enabled | Whether Digital Wellbeing is activated (True/False) |
coffee_consumption_per_day | Number of coffee cups consumed per day |
days_feeling_burnout_per_month | Number of burnout days reported per month |
weekly_offline_hours | Total hours spent offline each week (excluding sleep) |
job_satisfaction_score | Satisfaction with job/life responsibilities (scale: 0–10) |
👉 Sample notebook coming soon with data cleaning, visualization, and productivity prediction!
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
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
This dataset contains 500,000 records of customer purchase behavior for an e-commerce platform. It can be used for predictive modeling tasks such as
Facebook
TwitterHere's a step-by-step guide on how to approach user segmentation for FitTrackr:
Define your segmentation goals: Start by determining what you want to achieve with user segmentation. For example, you might want to identify the most engaged users, understand the demographics of your user base, or target specific user groups with personalized promotions.
Gather data: Collect relevant data about your app users. This can include demographic information (age, gender, location), app usage data (frequency of app usage, time spent on different features), user behavior (types of workouts, goals set, achievements unlocked), and any other relevant data points available to you.
Identify relevant segmentation variables: Based on the goals you defined, identify the key variables that will help you segment your user base effectively. For FitTrackr, potential variables could include age, gender, fitness goals (e.g., weight loss, muscle gain), workout preferences (e.g., cardio, strength training), and user engagement level.
Segment the user base: Use clustering techniques or segmentation algorithms to divide your user base into distinct segments based on the identified variables. You can employ methods such as k-means clustering, hierarchical clustering, or even machine learning algorithms like decision trees or random forests.
Analyze and profile each segment: Once the segmentation is done, analyze each segment to understand their characteristics, preferences, and needs. Create detailed user profiles for each segment, including demographic information, app usage patterns, fitness goals, and any other relevant attributes. This will help you tailor your marketing messages and app features to each segment's specific requirements.
Develop targeted strategies: Based on the insights gained from user profiles, develop targeted marketing strategies and app features for each segment. For example, if you have a segment of users who primarily focus on weight loss, you might create personalized workout plans or send them motivational content related to weight management.
Implement and evaluate: Implement the targeted strategies and monitor their effectiveness. Continuously evaluate and refine your segmentation approach based on user feedback, engagement metrics, and the achievement of your goals.
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Twitterhttps://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy
According to Cognitive Market Research, the global Social Discovery Software market size was USD 2514.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 17.20% from 2024 to 2031.
North America held the major market share for more than 40% of the global revenue with a market size of USD 1005.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 15.4% from 2024 to 2031.
Europe accounted for a market share of over 30% of the global revenue with a market size of USD 754.26 million.
Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 578.27 million in 2024 and will grow at a compound annual growth rate (CAGR) of 19.2% from 2024 to 2031.
Latin America had a market share of more than 5% of the global revenue with a market size of USD 125.71 million in 2024 and will grow at a compound annual growth rate (CAGR) of 16.6% from 2024 to 2031.
Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 50.28 million in 2024 and will grow at a compound annual growth rate (CAGR) of 16.9% from 2024 to 2031.
In the Social Discovery Software Market, the Web-based segment is the fastest growing
Market Dynamics of the Social Discovery Software Market
Key Drivers for the Social Discovery Software Market
Personalization and User Experience
Personalization and user experience are leading drivers in growth in the Social Discovery Software market. Consumers increasingly want experiences that are unique to their individuality and preferences. Advanced algorithms and machine learning will enable platforms to examine users' behavior, providing more tailored content, recommendations, and connectivity. It thereby enhances the user experience, encourages more engagement, and boosts user satisfaction so that they spend more time on these sites. With greater user-friendliness and intuitive discovery tools, social is less intimidating and more attractive to new online networkers, personalization is a method of enhancing user loyalty and word-of-mouth referrals, contributing also to market growth.
Restraint Factor for the Social Discovery Software Market
Privacy and Data Security Concerns
Privacy and data security issues are a hindrance to the massive development of the Social Discovery Software market. People realize how their personal information is collected, and their understanding puts them at a distance from applications that do not take data protection seriously. Hacking incidences and other similar scandals have made users wary and push for privacy-oriented alternatives. Besides that, regulatory requirement like GDPR creates compliance costs and operational woes for these companies operating in this space. The associated costs as well as operational challenges do form a challenge to user acquisition and retention hence limiting the market expansion and innovation potential.
Impact of Covid-19 on the Social Discovery Software Market
The Covid-19 pandemic has greatly affected the Social Discovery Software Market, since it hastened the momentum through digital interactions and online communities. In lockdowns and social distancing, more people utilized social discovery to connect, engage, and even build relationships through virtual means. An increase in demand encourages software vendors to enhance their offerings, especially those features that bolster user engagement as well as safety. The other consequence of this increased dependency upon digital solutions to socialize is that it leads to stiff competition among the social networking sites, and companies are compelled to innovate and make the experiences they provide more interactive.
Opportunity for the Social Discovery Software Market
Increasing social networking and digital engagement will provide an opportunity for the market
Rising social networking and digital engagement are important for the Social Discovery Software market. As more people are switching to online platforms as a means of communication, entertainment, and interaction, social discovery software becomes in higher demand. This trend is most prevalent amongst younger age groups that actively seek to enlarge their social networks as well as engage with diverse communities. Digital offerings of smartphones and internet accessibility facilitate ease of connectivity and the sharing of expe...
Facebook
TwitterIn February 2024, adults in the United States aged between 18 and 24, spent 186 minutes per day engaging with social media platforms. In comparison, respondents aged 65 and older dedicated approximately 102 minutes of their day to social media. TikTok was the most engaging social media platform for U.S. consumers aged between 18 and 24 years. The popular video was also the most engaging among users aged 35 and 54 years, commanding between 45 and 50 minutes of users' daily attention. Respondents aged between 55 and 65, reported to spending between 45 minutes daily on Facebook.