Teens, Social, Mobile & Technology Overview 2015

teens social mobile

Mobile Access Shifts Social Media Use and Other Online Activities

Accessing the internet on mobile devices

The survey shows that 91% of teens go online from a mobile device, at least occasionally. African-American teens are significantly more likely than whites or Hispanics to use mobile devices to go online — with nearly all African-American youth in the study reporting mobile internet access at least occasionally, while 90% of white and 91% of Hispanic teens go online on-the-go.

91% of Teens Use the Internet on a Mobile Device

Internet use is a near ‘constant’ for some teens

Teens ages 13 to 17 are also going online frequently. Aided by the convenience and constant access provided by mobile phones, 92% of teens report going online daily — with 24% using the internet “almost constantly,” 56% going online several times a day, and 12% reporting once-a-day use. Just 6% of teens report going online weekly, and 2% go online less often.

Frequency of Internet Use by Teens

Much of this frenzy of access is facilitated by mobile phones — particularly smartphones. Nearly three-quarters (73%) of teens have a smartphone while just 12% of teens 13 to 17 say they have no cell phone of any type. Fully 91% of teens go online from mobile devices at least occasionally, and 94% of these mobile teens go online daily or more often, compared with 68% of teens who do not use mobile devices to go online.

African-American and Hispanic youth report going online with greater frequency than white teens. About a third (34%) of African-American teens and 32% of Hispanic teens report going online “almost constantly,” while 19% of white teens go online that often. White teens are more likely to say they go online several times a day — the most commonly expressed frequency of internet access across all groups.

Youth from well-to-do families go online more frequently than youth from the least wealthy households; nearly all (93%) teens from homes earning more than $30,000 annually go online daily, compared with 86% of those from households earning $30,000 or less.


33% of Teens with Cell Phones Use

Texting has undergone a change in the past several years with the advent of smartphone-based messaging apps that have added features and changed the cost, message length and other structures around sending short messages. Fully 91% of teen cell owners use text messaging — either directly through their mobile phones or through an app or a website.

In a testament to the shifting landscape of texting, one third (33%) of teens with cell phones use messaging apps like Kik or WhatsApp. These apps are more likely to be used by Hispanic and African-American youth who own cell phones, with 46% of Hispanic teens and 47% of African-American teens using messaging apps to send texts, compared with one-quarter (24%) of white teens with cell phones. Teens on the lower end of the income spectrum are also more likely to use messaging apps on their smartphones, with 39% of cell-owning teens from households earning less than $50,000 annually using the apps, compared with 31% of teens from wealthier families. Girls are also a bit more likely than boys to use messaging apps, with 37% of cell-owning girls using them compared with 29% of boys with cell phones. Use of these apps varies little by the age of the teen.

The number of text messages sent or received by cell phone owning teens ages 13 to 17 (directly through phone or on apps on the phone) on a typical day is 30. The number of messages exchanged for girls is higher, typically sending and receiving 40 messages a day. And for the oldest girls (15 to 17), this rises to a median of 50 messages exchanged daily.

Among teens with cell phones, those from less well-off families are more likely than others to report that they simply don’t send text messages. Some 18% of teens from families earning less than $30,000 annually report that they do not text, compared with less than 7% for those in higher-earning families.

A Typical Teen Sends and Receives 30 Texts a Day

Girls Dominate Visually-Oriented Social Media Platforms

Online Pinboards

Online pinboards are sites like Pinterest or Polyvore where users can “pin” online content to create highly visual displays of images and information for inspiration, purchase or construction. One-in-five teens — 22% — use online pinboards. Girls, especially older ones, are the major users of these sites, with 33% of girls and 11% of boys using the boards. A quarter of older teens pin on pinboards as do 16% of younger teens. The oldest girls ages 15 to 17 are the most likely to pin, with 38% using online boards.

33% of Girls Use Online Pinboards; 11% of Boys Use Them

Discussion boards

One-in-six teens (17%) read or comment on discussion boards like reddit or Digg. There are few differences among teens in use of these online boards by age or gender or any other major demographic category.

17% of Teens Read or Comment on Online Discussion Boards

Anonymous apps and sites

11% of Cell-Owning Teens Use Anonymous Sharing or Question Apps

Whisper, Yik Yak and Ask.FM are three examples of anonymous sharing apps or sites where individuals can ask questions or post confessional text or images anonymously. Just 11% of teens with cell phones report using anonymous question or sharing apps. Girls are a bit more likely to visit these sites than boys, with 13% of girls with cell phones using anonymous sharing or question sites while 8% of boys with cell phones report the same. Hispanic teens are nearly twice as likely as white teens to use these platforms, with 16% of Hispanic youth using anonymous sharing or question platforms compared with 9% of whites. And just 6% of the least well-off teens (those whose parents earn less $30,000 a year) visit anonymous sites, compared with 12% of teens from more well-to-do homes.

Playing video games

Nearly three-quarters (72%) of teens play video games online or on their phone — 84% of boys and 59% of girls — play such games. African-American teens are substantially more likely to report playing video games than their white or Hispanic counterparts; 83% of African-American teens play games compared with 71% of white and 69% of black teens.6 Teens who play video games cross the socio-economic spectrum evenly, with little variation by family income or education.

72% of teens play video games

Video call and chat

Some 47% of teens talk with others over video connections such as Skype, Oovoo, Facetime and Omegle. Older girls are the most enthusiastic chatters with 54% of them video calling or chatting with others compared with 44% of all other teens. And 53% of Hispanic teens video chat and call, a bit more than the 43% of white teens who report talking by video.

47% of Teens Use Video Calling or Chats

Social Media

Teens are enthusiastic users of social media sites and apps. When asked a general question about whether they used social media, three-quarters (76%) of teens use social media, and 81% of older teens use the sites, compared with 68% of teens 13 to 14.

When asked about seven specific sites (Facebook, Twitter, Instagram, Snapchat, Tumblr, Google+ and Vine), and given the option to report another site used, 89% of all teens reported that they used at least one of the sites and two-thirds of teens (71%) reported using two or more sites. Among the 18% of teens who only use one site, 66% use Facebook, 13% use Google+ and 13% use Instagram. Just 3% of the single site users use Snapchat, and another 2% say they use a site we didn’t ask about in the list, including Wattpad (a reading site), Youtube, Oovoo and ifunny, among others. Less than 2% (each) report using Twitter, Vine or Tumblr as their sole social media platform. Below is an analysis of teens’ use of social media, organized by major platform.


71% of Teens are Facebook Users

Facebook is the most popular of all the social media platforms included in the survey, with 71% of all teens saying they use Facebook. Boys and girls are equally likely to report using the platform, but older users ages 15 to 17 are more likely to use it than younger users 13 to 14. Much of the difference is located within the youngest age group — the 13-year-olds — of whom less than half (44%) say they use Facebook, while of 77% of 14- to 17-year-olds report use.

Teens from somewhat less well-off households are more likely to report using Facebook than teens from wealthier homes; 77% of teens from families earning less than $50,000 annually use Facebook, while 68% of teens from households earning more say they use the platform.

Use of Facebook is relatively consistent across racial and ethnic groups. Urban teens report more use of Facebook than teens from the suburbs, with 77% of urban teens on the site, compared with two-thirds (67%) of suburban teens.

Adult use of Facebook has plateaued in recent years, with 71% of online adults using the site. However, Facebook’s user base remains quite active, with 70% of Facebook users engaging with the site daily. For more details on adult use of Facebook, please read Social Media Update 2014.

Facebook users typically have 145 friends

A Typical Facebook User Has 145 Facebook Friends

Among Facebook-using teens, the typical teen has 145 Facebook friends. Breaking it down, the largest group of teens — 30% — say they have Facebook networks of 0 to 100 friends. Another 12% report networks of 101-200 friends and 9% say 201 to 300 friends. And 15% say they have more than 300 friends. Tellingly, one-third of teens say they are not sure how many Facebook friends they have. Analyzing typical (median) friend counts for different subgroups of Facebook-using teens, we see some substantial variations. Boys report 100 friends to girls’ 175. Young teens 13 to 14 typically report smaller networks (91 friends) compared with older teens 15 to 17 who typically have 168 friends. Networks vary in typical size from 84 amongst the youngest boys to 200 friends among girls 15 to 17.


First launched in 2010, Instagram has become a mainstay for adolescent social media users. More than half (52%) of all teens report using Instagram to share photos and video with friends, with girls substantially more likely to use it than boys (61% to 44%). Much of the difference between boys and girls is accounted for by the youngest boys (ages 13 to 14) of whom only 33% use Instagram, compared with half of older boys (ages 15 to 17) and more than half of the younger girls. The heaviest users of Instagram are the oldest girls of whom 64% share photos on Instagram.

Half of American Teens Use Instagram

The typical teen’s Instagram network has 150 followers.

A Typical Instagram-Using Teen Has 150 Followers

The typical American teen who uses Instagram has 150 followers in their network. Girls outpace boys in their typical number of followers, with girls reporting a median of 200 followers on Instagram compared with 100 followers for boys. There is little variation in the number of followers between younger and older cohorts of teens. And fully 39% of Instagramming teens are not sure how many followers they have.

Use of Instagram is not just confined to teens; 21% of American adults use the photo and video sharing platform. As with Twitter, young adults ages 18 to 29 are the most likely to use Instagram. The service is also popular with adult women, Hispanics, African-Americans, and urban and suburban dwellers. For more data on adult use of Instagram, please visit our Social Media Update 2014.


Snapchat is another relatively new photo and video focused sharing app that teens have embraced in the last two and half years. Two-in-five American teens (41%) use Snapchat to share images and videos that are then automatically deleted within a predetermined amount of time — usually a few seconds. (At least that is the way the firm describes how the service works. In practice, there are many workarounds that allow viewers to capture images.) By a wide margin, girls and older teens are the most likely to send snaps — with half of girls using the service, compared with 31% of boys. Similarly, 47% of older teens 15 to 17 send snaps, while 31% of younger teens do so. Older girls are the most likely of any teen group to use to service, with 56% using Snapchat. Teens from the lowest income households earning less than $30,000 per year are the least likely to use the service, with 30% of them sending snaps, while 43% of wealthier teens send them.

41% of Teens are Snapchat Users


A third (33%) of all teens use Twitter. Older teens are more likely to use the service than younger, with use rising steadily as teens age, from just 13% of 13-year-olds using the service to 28% of 14-year-olds and 43% of 17-year-olds. The oldest girls ages 15 to 17 are the most likely to use Twitter with nearly half of them (49%) using it. This study does not show statistically significant differences by race, locale or a teen’s socio-economic status.

33% of American Teens Use Twitter

Typical Twitter users have 95 followers.

Typical Twitter-using Teens Have 95 Twitter Followers

Among teens who use Twitter, the typical Twitter user has 95 followers — though 44% of teen Twitterers are not sure how many followers they have. Digging deeper into subgroups of teens, girls outpace boys in numbers of followers, with the typical girl reporting 116 followers to 61 for the typical boy. The differences are even more extreme between younger teens and older; 13- and 14- year-olds report a median of 30 followers compared with 103 followers for older teens.

Among all adults 18 and older, 19% use Twitter. Young adults 18 to 29 are the most likely to use the platform with 37% using the service. Since 2013, Twitter has seen growth among whites, men, those earning $50,000 or more, college graduates and urban dwellers. For more data on use of Twitter by adults, please see our Social Media Update 2014.


Google+ is a social network that comes as a part of a suite of Google-offered tools through an account on the service. A third of teens (33%) say they use Google+. Hispanic teens are more likely to use Google+ than white or African-American youth; 48% of Hispanic youth use Google+, compared to a little more than one-quarter (26%) of white teens and 29% of African-American teenagers.

And teens from families with somewhat lower levels of education (parents with a high school diploma or some college experience) are more likely to use the service (35%) than teens from families with parents with a college degree, where a bit more than one quarter (27%) of teens report a Google+ account. Given that schools are increasingly adopting Gmail and other Google tools to use with students in and out of school, many youth have access to Google+ through tools for school work.

33% of Teens Use Google+


Roughly one quarter of teens (24%) use Vine, an app that allows users to record and share short, six-second videos. Vine is used by more girls than boys, with 27% of young women using the app compared with 20% of young men. As with many social photo and video platforms, the oldest girls ages 15 to 17 are the most likely to use Vine, with 29% of them reporting use. Use of Vine is evenly spread across income groups, education, and racial and ethnic groups.

24% of American Teens Use Vine


Tumblr is a microblogging service where users can curate and share posts of mostly visual content they create themselves or find elsewhere on the web. About one-in-seven (14%) teens use Tumblr. Tumblr is predominately used by girls in this age group with 23% of girls 13 to 17 using the service, compared with just 5% of boys the same age. Much of this is driven by the oldest girls (ages 15 to 17) of whom 27% report using Tumblr. Overall, older teens are modestly more likely to use Tumblr than younger teens, with 10% of 13- to 14-year-olds and 16% of 15- to 17-year-olds using it.

23% of Teen Girls Use Tumblr

Facebook is used most often by the bulk of teens, but access varies, based on family income

Facebook, Instagram and Snapchat Used Most Often by American Teens

When asked to rank social media sites by their frequency of use, Facebook is the platform that teens report that they use most often, with 41% of youth saying they use it most. Instagram is the next most often used social media platform, with 20% of teens saying they use it most often. Fully 11% of teens say Snapchat is the social site they use most, and another 6% say Twitter.

The data shows a split in social media use by socio-economic status. Less well-off teens from families earning less than $30,000 annually remain more connected to Facebook, with 51% saying they use it most, compared with 38% of teens from wealthier families. More well-to-do teens instead are significantly more likely than the least well-off teens to say they visit Snapchat most, with 14% of those from families earning more than $75,000 saying Snapchat is their top social media platform, compared with 7% of teens whose families earn less than $30,000 annually. There is a similar pattern by income around Twitter, with the wealthiest teens shifting to Twitter more than their least well-to-do peers.

Split in Social Media Used Most Often by Household Income

The youngest teens — the 13-year-olds — divide their loyalties between Facebook and Instagram, with a bit more than a quarter of teens this age reporting they use each of these platforms most often. Teens 14 and older are more likely to have Facebook as their most often visited site. Indeed the youngest girls (ages 13 and 14) are the most likely to report using Instagram most often of any age/gender group, with 31% reporting Instagram as their most often visited platform.

Boys are more likely than girls to give Facebook as their most visited site, with 45% of boys reporting that, compared with 36% of teen girls. Girls are more likely than boys to report Instagram as their most often visited site, with 23% of girls and 17% of boys saying it is their most visited platform. Older teens are more likely than younger teens to list Facebook, Snapchat and Twitter as their most often visited platforms, though for Snapchat this is driven by great use among 15- to 17-year-old girls. Urban teens are most likely to say they visit Facebook most often, while suburban teens report visiting Instagram more than their urban peers.

Many teens ho use multiple online social network sites report “some” overlap in their online personal social networks

Lower Income Teens More Likely to Have the Same Friends Across Multiple Social Media Platforms

When asked to think about how much overlap they have with various friends on the different social networks they use, the largest group of teens who use multiple social media platforms report that there is “some” overlap in their friends on the different sites. More than half (57%) of teens describe their networks as having some overlap across sites. Another three-in-ten teens (29%) have tight networks — reporting that their networks are composed of the same people on every social site they visit. And 9% say there is “not a lot” of overlap in their friends across social media sites. Another 4% of teens are compartmentalizers, who report no overlap of friends across the social sites they visit.

Teens who use more than one social media platform and come from households earning less than $75,000 per year are more likely to say they have the same friends across all of their networks, with 35% of teens in these income brackets reporting the same friends, compared with 23% of teens from the wealthiest homes. Teens from higher income households (earning $50,000 and above) are substantially more likely to report that they have some overlap among friends across their different social networks, with 61% reporting some overlap, compared with 48% of those earning less. Teens from households that earn less than $50,ooo a year are more likely than wealthier teens to report that they have completely compartmentalized their social network platforms, with no overlap of friends across the different sites they use. Fully 7% of households earning less than $50,000 say they have no overlap in friends, compared with 2% of teens from families that earn more.

[Source: Pew Research]

Icons of the Web: the top million web sites for 2013

Icons of the Web from the open source Nmap Security Scanner Project (http://nmap.org)is an update to the hugely popular project from 2010. This update brings all new data, a n updated interactive viewer and printed posters available for sale through Kickstarter for a limited time (until January 17th!)

Icons of the Web

[Source: Icons of the Web]

Portable Gaming Report Q3 2013

In partnership with International Data Corporation (IDC), App Annie released the third quarter 2013 edition of the ongoing App Annie & IDC Portable Gaming Report.  Viewers will gain insights into the continuing shift in consumer spending from gaming-optimized handhelds to mobile devices. Included are a variety of charts and analysis of the changes seen in smartphone market share, as well as the overall performance of apps by downloads and revenues on mobile devices as they relate to games.

Below are 3 key takeaways from the Q3 2013 Portable Gaming Report (download our full report for the full analysis):

  • Amazon’s Kindle Fire was more popular than Android tablets that use Google Play as a mobile/handheld gaming device in the US

  • Android was not too far behind Apple’s popularity as US gamers’ favorite mobile/handheld gaming device, but iOS generated 3x Google Play’s game revenue in the US

  • App categories other than games outpaced games in worldwide revenue growth from Q2 2013 to Q3 2013 on iOS

[Source: App Annie & IDC Portable Gaming Report Q3 2013]

PwC Entertainment & Media Outlook in Italy 2013-2017

Nel 2017 l’industria dei media e dell’intrattenimento in Italia raggiungerà 56,2 miliardi di euro, rispetto ai 48,4 miliardi di euro del 2013, derivanti per circa 7,1 miliardi dall’advertising e per 49,1 miliardi dalla spesa dei consumatori finali, trainata dalla crescita della spesa per l’accesso ai servizi internet e ai servizi in mobilità.

Sono questi i principali driver sintetici evidenziati dal rapporto di PwC “E&M Outlook in Italy 2013-2017” che per il 5° anno descrive i trend relativi a 12 segmenti del mercato:

    • Film Entertainment
    • Television
    • Recorded Music
    • Radio
    • Out-of-Home
    • Internet
    • Newspaper Publishing
    • Consumer Magazine
    • Business to Business
    • Consumer and Educational Book
    • Video Games
    • Gaming

PwC Entertainment&Media Outlook 2013

[Source: PwC | Entertainment & Media Outlook in Italy 2013-2017]

Apple TV and AirPlay Fuel Rise of Dual-Screen Apps

Dual-screen apps are a new phenomena, enabled by the advent of wireless technologies that allow for effortless pairing of a PC, tablet or smartphone with a TV. They are changing how people are interacting and “consuming” content within apps. For developers this creates many new opportunities to provide better experiences for their users, but it requires thinking about dual-screen setups from the start as well as new tools.

The opportunity for dual-screen apps is huge. And it’s more than just watching a video or playing a game: Dual-screen apps have the potential to transform the office meeting room, the classroom, the retail store, the hospital, and really any other context where people are interacting around content and information and where that information would benefit from rendering and display on a large screen such as a TV monitor.

To better understand this concept, it’s necessary to step back and reconsider the nature of how we write software and the user experience model for software.

The Evolution From Single Screen

Today, the predominant user-experience model for software and applications online is a single screen. We browse web applications on a desktop PC, mobile browser or tablet browser and interact with and consume content and applications on that screen. It is very much a single, individual user task. Likewise, we install apps onto these devices and consume and interact with information, perform tasks, make purchases, etc. through these apps. Again, this is a solitary single individual task.

As a result, when software creators plan their applications, they are typically designed and developed with this single user, single-screen concept in mind.

Dual-screen apps change all of that by shifting the software and user experience model from one user to potentially many, and from one screen (PC/phone/tablet) to two screens (phone/tablet and TV monitor). From a software development and user-experience perspective, the large monitor (which is the true second screen — versus the standard concept that considers the tablet as the second screen) becomes an open computing surface where one can render any form of application functionality, information, data and content.

Importantly, designers and developers need to shed the concept that “TVs” are for rendering video, and instead think about TVs as large monitors on which they can render applications, content and interactivity that’s supported by a touch-based tablet application.

The Social Computing Surface

While we have the greatest affinity for large monitors as fixtures of the living room, increasingly flat-screen monitors are a becoming a ubiquitous part of our social fabric. In fact, large monitors often sit at the center of any social setting. In the home, these large monitors provide a social surface for those sharing the living room space. Increasingly, monitors are a common part of nearly every business meeting room space — not for watching video, but for projecting shared content and business data and presentations that support business and organization collaboration.

Likewise, monitors are in medical and hospital settings providing visual information to patients. They are increasingly in nearly every classroom, whether through a projector or an actual TV monitor and support the presentation of information that is needed for a collection of students. Large monitors are increasingly ubiquitous in retail settings as well.

The key concept here is that this pervasive adoption of TV monitors is the tip of the spear in creating a social computing surface in the real world. Forget about social networks that connect people across their individual, atomized computing devices — the real social world is groups of people in a shared space (living room, office, classroom, store, etc.) interacting around information and data on a shared screen.

Until very recently, the way in which these TV monitors could be leveraged was limited to connecting a PC through an external display connector to a projector or directly to a TV. The recent breakthrough that Apple has fostered and advanced more than any other tech company is AirPlay and associated dual-screen features in iOS and Apple TV.

Specifically, Apple has provided the backbone for dual screen apps, enabling:

  • Any iOS device (and OS X Mountain Lion-enabled PCs) to broadcast its screen onto a TV. Think of this as essentially a wireless HDMI output to a TV. If you haven’t played with AirPlay mirroring features in iOS and Apple TV, give it a spin. It’s a really exciting development.

  • A set of APIs and an event model for enabling applications to become “dual-screen aware” (e.g. to know when a device has a TV screen it can connect to, and to handle rendering information, data and content onto both the touch screen and the TV screen).

With the existing Apple TV unit sales already outselling the Xbox in the most recent quarter, we can see a world that goes from approximately 5 million dual-screen-capable Apple TVs to potentially 15-20 million in the next couple of years, and eventually to 30-50 million as new and improved versions of the Apple TV companion device come to market.

As a result, it’s an incredible time to experiment with this fundamental shift in computing, software and user experience, to embrace a world where the Tablet is the most important personal productivity device, and the TV is a rich and powerful surface for rendering content and applications.

How Dual-Screen Apps Will Work

As we rethink the TV as a computing surface for apps, it’s really helpful to have some ideas on what we’re talking about. Below are a series of hypothetical examples of what is possible today and of course what will be even bigger as these new dual screen run-times proliferate.

Buying a House: Imagine you’re looking into buying a house. You open your tablet app from a reputable home-listing service and perform a search using criteria that you care about and begin adding potential fits to a list of houses you’d like to explore. When you select a specific house, the app detects you’re connected to an Apple TV and launches a second screen on the TV that provides rich and large visual displays about the house — HD-quality photos and contextual information about the house. Here, the power of dual screen is the fact that you and your spouse can sit in the living room and explore a house together without crouching over a computer or tablet on someone’s lap, and the house can be presented with HD-quality media and contextual information.

Buying a Car: Imagine launching the BMW app on your tablet and deciding to both learn about car models and configure a car — like buying a house, often a “social” decision between partners. On the TV, the app renders a high-quality rendition of the car. As you explore the car’s features from your tablet, associated media (photos, video and contextual metadata) render onto the large TV in front of you. As you configure your car using your tablet, it updates a visual build of the car on the large screen, providing an inline HD video for specific features.

Kids Edutainment: Looking to introduce your three-year old to key cognitive development concepts? Launch a learning app where the child interacts with the tablet application and sees visual information, animation and other content on the TV screen. Their touches on the tablet instantly produce rich and relevant content on the TV screen. Learning to count? Feed cookies over AirPlay to Cookie Monster on the TV who eats and counts with you. Learning about concepts like near and far? Tap the table to make a character move closer and away from you. Build a character on the tablet and watch the character emerge on the TV screen.

Sales Reporting: As a sales manager, you walk into your team conference room with a TV monitor mounted on the wall. You kick open your Salesforce.com tablet app on your tablet and begin filtering and bringing up specific reports on your tablet, and with the touch of a button you push unique visual reports onto the shared surface of the conference room TV. Here, the sales manager wants control of the searches and filters they have access to and only wants to render the charts and reports that are needed for the whole team to see.

Board Games: Imagine playing Monopoly with your family in the living room — one or two or maybe even three touch devices present (phones, iPod touches, iPads). Each player has their inventory of properties and money visible on their device. The app passes control to each user as they play. On the TV screen is the Monopoly “board” with a dynamic visual that updates as users play — the movement of players, the building up of properties, etc.

The Classroom: A teacher walks into a classroom with an Apple TV connected to a HDMI-capable projector that projects onto a wall or screen. From their tablet, they pull up an application that is designed to help teach chemistry and the periodic table — they can control which element to display up on the screen, and the TV provides rich information, video explanations, etc. The app is designed to provide ‘public quiz’ functionality where the TV display shows a question, presumably related to material just reviewed or from homework, students raise their hand to answer and then the answer and explanation is displayed.

Doctor’s Office: You are meeting with your doctor to go over test results from an MRI scan. The doctor uses his or her tablet to bring up your results, picks visuals to throw onto the TV monitor in the room, then uses his or her finger to highlight key areas and talk to you about they’re seeing.

Retail Electronics Store: You’re at a Best Buy and interested in buying a new high-quality digital camera. A sales specialist approaches you with tablet in hand and asks you a few questions about what you’re interested in while tapping those choices into their tablet app. From there, it brings up on a nearby TV display a set of options of cameras — based on further probing, they drill into a specific camera choices which brings up a rich visual with a video overview of the specific camera that you’re interested in.

Consuming News: A major revolution has just broken out in a nation across the planet. Timehas captured incredible audio, photos and video of the events. You and your friends sit down in front of the TV to learn more. You open the Time Magazine tablet app and bring up a special digital edition about the revolution. From the tablet, you flip through and render onto the TV rich HD-quality photographs, listen to first hand audio accounts (accompanied by photos) and watch footage from the events. The app renders a huge visual timeline of the events that led up to the revolution. It’s an immersive media experience that can be easily shared by friends and family in the living room.

Consuming Video: Last but not least, of course, dual-screen apps will be essential to any app that is about consuming video — whether a news or magazine app, a vertical website (think Cars.com, BabyCenter.com, AllRecipies.com, etc.), or of course a catch-up TV app from a TV network or show that you care about. You open the app on your table to explore what to watch, and when you’re ready to watch the show instantly pops onto your TV in gorgeous HD quality, and the tablet app becomes your remote control and presents relevant contextual information about the video, episode or what have you.

The Coming Dual-Screen Revolution

This is such a groundbreaking approach to apps and software we expect lots of others to try and emulate what Apple is doing. Already, Microsoft is promoting the ability to use its Surface Tablet in conjunction with apps built for the Xbox. Samsung has introduced features in its tablets and TVs to enable easy media sharing from your tablet or phone onto a Samsung Smart TV, and surely Google will follow suit with similar features to AirPlay in the Android OS. Apple is still early in deploying this technology — it’s sometimes flaky and a little bit hidden from end-user view — but I expect major changes in the coming months and years.

Virtually every application that exists on the web and phones and tablets likely has a dual-screen use case. Simply put, Web and app designers and developers need to imagine a world where the tablet and TV are a single run-time for their applications which each screen providing distinct value for the user controlling the app and the user consuming rich media and information on a large display. Sometimes this is just one person (like picking and watching a show or playing a game or learning something), but crucially and very often I believe that these apps will be designed with multiple users — and a social context — in mind.

[Source: Mashable]

European Mobile Gaming Gets Social: Rise in Smartphone Adoption Drives Increase in Mobile Gaming and Social Play

LONDON, UK, 26 April 2012 – comScore, Inc. (NASDAQ: SCOR), a leader in measuring the digital world, today released an overview of mobile gaming behaviour across the five leading European markets (France, Germany, Italy, Spain and the United Kingdom) using the comScore MobiLens service. The study showed that 42 percent of smartphone users in EU5 reported playing a game on their device in February 2012, displaying an increase of 55 percent over the past year. More than half of the UK smartphone audience (52.4 percent) reported playing a game on their device, proving to be the largest mobile gaming market in the EU5.

“The rise in mobile gaming is being propelled by the rapid adoption of smartphones and the vast ecosystems of game apps they provide,” said Hesham Al-Jehani, comScore Europe product manager for Mobile. “As mobile games evolve from simple pre-loaded games to highly challenging and visually appealing games, their entertainment value has increased substantially. But another important – and perhaps less often reported – driver of mobile gaming is that many can be played without accessing the internet on people’s phones. This means that gaming is an easy way to fill idle time on the underground or in other locations where internet access is spotty.”

Nearly Half of EU5 Smartphone Users are Gamers
In February 2012, the number of EU5 smartphone users playing games at least once a month increased 55 percent over the past year to 46.4 million smartphone users (representing 42 percent of the EU5 audience). The UK proved to be the largest market for mobile gaming with 14.2 million smartphone users playing games on their devices during the month, representing 52 percent of the smartphone audience. British smartphone users also ranked first in terms of gaming penetration across daily and weekly gaming usage.

Frequency of Smartphone Users Playing Games on their Devices
3 Month Average Ending February 2012
Total EU5 (FR, DE, IT, ES and UK), Age 13+
Source: comScore MobiLens
Penetration (%) of Smartphone Users Playing Games
EU5 France Germany Italy Spain UK
Almost every day 11.5% 7.4% 11.8% 10.0% 10.4% 16.4%
At least once each week 14.3% 9.7% 14.2% 13.8% 13.5% 18.8%
Once to three times throughout the month 15.9% 10.1% 16.2% 17.9% 17.8% 17.2%
Ever in month 41.7% 27.2% 42.1% 41.8% 41.6% 52.4%

Social Gaming on the up Amongst Europeans
In February 2012, 6.1 million EU5 smartphone gamers logged into a social game on their devices (up 42 percent in the past six months), representing 13.2 percent of smartphone gamers overall. The Italian smartphone gaming audience ranked first in terms of the penetration at 15.5 percent, followed by the UK (14.2 percent) and France (13.1 percent). Spanish smartphone users were most likely to play games with other people at 11.0 percent, followed by Italy at 9.4 percent.

Smartphone Social Gaming Activities*
3 Month Average Ending February 2012
Total EU5 (DE, ES, FR, IT and UK) Smartphone Gaming Audience Age 13+
Source: comScore MobiLens
Penetration (%) of Smartphone Gamers
EU5 France Germany Italy Spain UK
Logged in via Email or Facebook 13.2% 13.1% 11.7% 15.5% 10.8% 14.2%
Played with other people 9.1% 8.6% 7.5% 9.4% 11.0% 9.1%
Invited friend to play 6.7% 5.6% 7.3% 8.2% 7.3% 5.4%
Shared score on leaderboard 7.6% 9.9% 9.3% 9.0% 7.0% 5.1%
Used chat 3.0% 2.8% 2.5% 3.2% 3.9% 2.7%
Sent/received gift 2.2% 1.9% 2.5% 2.7% 2.1% 1.7%

*A social game allows mobile users to connect, compete and socialise with friends and other players on their device.

February 2012 EU5 Mobile Benchmark Data
The table below shows comScore’s February 2012 mobile benchmark data, including a review of mobile consumption behaviour and device penetration for the five European countries under measurement. These benchmarks are published by comScore to provide the most up-to-date snapshot of the mobile industry. Further information on these benchmarks, and other data included above, can be provided upon request.

Mobile Benchmark Data for the European Market
3 Month Avg. Ending February 2012
Total EU5 (DE, ES, FR, IT and UK), Age 13+
Source: comScore MobiLens
Penetration (%) of Mobile Subscribers
EU5 France Germany Italy Spain UK
Used Smartphone 46.9% 43.3% 40.1% 45.4% 53.9% 54.7%
Used Application (excl. pre-installed) 40.8% 36.6% 36.2% 35.4% 45.8% 52.0%
Used browser 40.5% 39.0% 33.8% 35.5% 43.7% 52.6%
Played games 29.1% 17.4% 27.0% 32.7% 32.3% 37.0%
Sent text message 84.3% 86.9% 80.0% 81.5% 80.9% 92.1%
Listened to music 28.1% 24.7% 27.8% 25.5% 36.5% 28.3%
Accessed Social Networking Site or Blog 27.6% 24.3% 21.3% 24.3% 30.3% 39.3%


[Fonte: European Mobile Gaming Gets Social: Rise in Smartphone Adoption Drives Increase in Mobile Gaming and Social Play – comScore, Inc]