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Driven by the live video application, the social category accounts for 70% of the use time of mobile devices

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When the mobile phone was just emerging, it was just a communication tool. Later, people began to send text messages. Around 2006, industry insiders began to reposition the mobile phone as a portable multimedia computer. They are right. Smart phones have indeed become a tool for information collection, shopping and financial management, touching almost every aspect of our life. It has forever changed the behavior and habits of mobile users.

But mobile phones are still evolving. Now, nearly 20 years later, mobile phones have undoubtedly become microcomputers. However, social and communication activities still dominate in terms of use duration.

This is in data It has been confirmed in the 2022 mobile market report released by AI.

Users spend 70% of their time on social apps and videos in 2021.

More precisely, data from the fourth quarter of 2021 show that global consumers spent a total of about 950 billion hours on Android phones. Among them, they spend about 650 billion hours on social / communication and photo / video products.

In contrast, the corresponding data for the fourth quarter of 2018 was 435 billion hours, an increase of 50%.

The amount of time people spend on social networking and photo and video apps has almost doubled in three years

There is no doubt that applications with photos and videos as the core of user experience have contributed to the dominance of social categories. According to the data of our 2022 mobile market report, from the fourth quarter of 2018 to the fourth quarter of 2021, the use time of global social applications increased by 35% (from 306 billion hours to 412 billion hours). But over the same period, the use of photo and video applications increased by 90% (from 129 billion hours to 244 billion hours).

So, is there any application that has played a crucial role in promoting growth? Obviously, tiktok is the most prominent winner in terms of user participation in 2021. In addition to Chinese mainland, the average TikTok users spend 19.6 hours per month on the application. This number is equivalent to Facebook (the world’s largest social application in 2021), far exceeding WhatsApp and instagram. Tiktok’s biggest difference is its growth trajectory, which has increased 4.7 times in four years. In 2018, its average monthly use time was only 4.2 hours.

The app also dominates the list of downloads in most regions. Among the selected markets analyzed in the report, in 2021, it was a popular product in 8 North American and Latin American markets, 5 Asia Pacific markets and 3 European markets.

The top 25 online live video applications contributed $3.8 billion to the mobile economy in 2021

Another major impact in social applications is the shift from video sharing to live video.

This is another area where tiktok is leading, but in some regions, new entrants are challenging existing large companies. A good example is Singapore’s bigo live, which ranked first in the global social application user spending list in 2021.

In 2021, the usage time of the top 25 live applications increased nine times faster than that of the overall social market – a year-on-year increase of 40%, while social applications increased by only 5%. At the same time, there has been a similar increase in user spending, because users want to reward their favorite anchor, which provides a way to cash in for content creators in the creator economy.

Live broadcasting is creating a new economic opportunity to provide opportunities for live shopping and direct creator rewards. According to our data, the user expenditure of the top 25 live applications increased from $2.4 billion in 2020 to $3.8 billion in 2021. A year-on-year increase of 57%.

The next big change in social applications: virtual characters and metauniverse?

Does public interest in live broadcasting herald the next step in the social market? yes. Live streaming combines creativity, self-expression, user generated content and online social networking. That’s why we mentioned the rise of virtual character social applications in the mobile market report 2022. These applications combine creative self-expression, user generated content, and online communities that are often combined with the world building components of the metauniverse. The surge in people’s interest in Virtual Games has led to an increase in people’s interest in the universe. In fact, we expect that the annual user expenditure of metauniverse game’s app store in 2022 will exceed $3.1 billion.

For a long time, people have such a demand, that is, in the online world, they interact not as their own identity, but as virtual characters. Think about Habbo Hotel and Sims, both of which were released 22 years ago in 2000. Now, with the hype about the potential of the meta universe, a new generation of applications is restarting these virtual worlds for the tiktok generation. We identified three apps: litwatch, Wright Flyer’s reality and zepeto – their global downloads increased by 160% year-on-year in 2021. Zepeto is even creating a new generation of virtual netizens with the ability to sell digital items that other users can use to personalize their virtual characters.

From: dataai CN read more: Penguin Zhiku: Silicon Valley mobile video live application trend analysis report the world’s hottest video live application meerkat analysis report Facebook live broadcast number has exceeded 3.5 billion reportlinker: 70% of American drivers prefer to drive their own cars Hurun Research Institute: Ma Huateng became the richest man in China in 2018 global rich list IPA: published worldwide in 2015 There are more than 1.6 million kinds of things in China, accounting for 28% IC insights: it is expected that the global semiconductor sales will reach US $680.6 billion in 2022, with an increase of 11%. Huanju group: the annual revenue in 2020 will be US $13.2 billion, with a year-on-year increase of 112%. Pepper live broadcast: the monthly income of big data campus anchor in 2016 will be up to 1.9 million. Gartner: it is expected that the Internet of things in the supply chain can usher in great development in the next two to five years. Microsoft: Xbox users in February 2013 76 million purchase: 25% of Apple users in the UK consider other mobile phone brands Guoyuan securities due to brexit: new traffic and new consumption, also on live e-commerce and MCN (with download) Motorola mobile: new trend of home film and television content consumption Motorola mobile: new trend of home film and television content consumption

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