
Consumer Use Of The Internet & Mobile 2024
Description
Consumer Use Of The Internet & Mobile 2024
RKMA first wrote about the Internet (then called Arpanet) in 1984. Consumer Use of the Internet & Mobile continues our assessment of the sector.
Providing insight into the 230 million U.S. adult Internet users, Consumer Use of the Internet & Mobile 2024 assesses online activities and content, e-commerce spending, mobile access to the web, apps, and more.
Internet and mobile-media market data are scattered throughout a myriad of sources. This handbook compiles top-line consumer Internet use and expenditure data into a single easy-to-use reference, with information sourced from top research organizations. Market data is presented along with analyses of trends and projections on how Internet use will evolve. The handbook also assesses mobile Internet access and apps.
Select topics include accuracy of online information, blogs, consumer reviews, digital music, digital video, gaming, photo sharing, privacy concerns, security concerns, social media user demographics, the Metaverse, and the Internet of Things.
Among the statistics presented are monthly traffic visits for over 3,500 consumer websites.
Along with top-line data, the handbook provides over 1,200 links to additional resources for more in-depth assessments.
Consumer Use of the Internet & Mobile Web 2024 serves as both a strategic planning guide for business executives in all sectors, from portals and content developers to marketers and researchers, as well as a comprehensive reference for academic libraries.
Table of Contents
203 Pages
- 1 USE OF THE INTERNET
- 1.1 Use Of The Internet
- 1.2 Home Broadband
- 1.3 Broadband Access Providers
- 1.4 Time Spent Online
- 1.5 Devices Used For Internet Connection
- 1.6 Use Of Digital Media
- 1.7 Activities By Adult Internet Users
- 1.8 Use Of Paid Content
- 2 USE OF MOBILE & APPS
- 2.1 Cellphone/Smartphone Owners
- 2.2 Time Spent Using Mobile Devices
- 2.3 In-App Spending
- 2.4 Internet Access Via Smartphone Only
- 2.5 Cellphone-Only Households
- 2.6 Mobile Phone Activities
- 2.7 5G Technology
- 2.8 Importance Of Apps
- 2.9 App Census
- 2.10 Frequency of App Use
- 2.11 Reasons For App Use
- 2.12 Distribution of App Time
- 2.13 App Downloads And Spending
- 2.14 Most Popular Apps
- 2.15 Top App Publishers
- 2.16 Proximity Mobile Payments
- 2.17 Market Resources
- 3 TOP WEBSITES
- 3.1 Top Multi-Platform Properties
- 3.2 Top U.S. Websites
- 3.3 Top Websites By Category
- 4 TOP APPS
- 4.1 Top Overall
- 4.2 Top General Applications
- 4.3 Game Apps
- 4.4 Kids & Family Apps
- 4.5 Market Resources
- 5 ONLINE COMMUNICATIONS
- 5.1 Email
- 5.2 Messaging
- 6 SEARCH & RESEARCH
- 6.1 Search
- 6.2 Search When Shopping Online
- 6.3 Visual Search
- 6.4 Reviews
- 6.5 Research Tools
- 7 SOCIAL MEDIA
- 7.1 Use Of Social Networking Sites
- 7.2 Time Spent On Social Sites
- 7.3 Top Sites
- 7.4 Frequency Of Use
- 7.5 Social Network Access By Device
- 7.6 Social Media Apps
- 7.7 User Demographics
- 7.8 Social Media Activities
- 7.9 Augmented Reality On Social Media
- 8 SOCIAL ENGAGEMENT
- 8.1 Overview
- 8.2 Cross-Platform Actions
- 9 CONTENT CREATORS
- 9.1 Content Creators
- 9.2 Followers
- 9.3 Market Assessment
- 9.4 Top Companies
- 10 DIGITAL NEWS
- 10.1 How Consumers Obtain The News
- 10.2 Digital News Media
- 10.3 Demographics
- 10.4 Digital Native News Publishers
- 10.5 News From Social Media Sites
- 10.6 Market Resources
- 11 BLOGS & PODCASTS
- 11.1 Blogs
- 11.2 Most Popular Blogs
- 11.3 Podcasts
- 11.4 Most Popular Podcasts
- 12 DIGITAL AUDIO
- 12.1 Overview
- 12.2 Streaming Music Services
- 12.3 Market Assessment
- 12.4 Demographics
- 12.5 Market Leaders
- 12.6 Streaming Service Listener Share
- 12.7 Internet Radio
- 12.8 Social Audio
- 13 DIGITAL GAMES
- 13.1 Market Assessment
- 13.2 Participation
- 13.3 Types of Games
- 13.4 Game Genres
- 13.5 Casual and Social Games
- 13.6 Mobile Gaming
- 13.7 Subscription Services
- 13.8 Gaming Networks
- 13.9 Market Resources
- 14 DIGITAL & STREAMING VIDEO
- 14.1 Digital Video Viewers
- 14.2 Market Assessment
- 14.3 Subscription Video-on-Demand
- 14.4 Ad-Supported Video-on-Demand
- 14.5 Internet-Connected TV
- 14.6 Streaming Video Services
- 15 E-COMMERCE
- 15.1 E-Commerce Spending
- 15.2 E-Commerce Sales By Category
- 15.3 E-Commerce Sales Share
- 15.4 Marketshare Leaders
- 15.5 Online Marketplaces
- 15.6 Click-and-Collect
- 15.7 Subscription E-Commerce
- 15.8 Mobile Commerce
- 15.9 Social Commerce
- 15.10 Direct-to-Consumer
- 15.11 Prime Day
- 15.12 Market Resources
- 16 FINANCIAL SERVICES
- 16.1 Use Of Financial Technologies
- 16.2 Mobile Banking Apps
- 16.3 Digital Banking
- 16.4 Peer-to-Peer Payments
- 16.5 Peer-to-Peer Lending
- 16.6 Crowdfunding
- 17 HEALTH & HEALTHCARE
- 17.1 Telehealth
- 17.2 Search For Health Information
- 17.3 Websites, Apps, And Social Media
- 17.4 Communications
- 17.5 Virtual Physician Visits
- 17.6 Remote Patient Monitoring
- 18 LEISURE ACTIVITIES & HOBBIES
- 18.1 Genealogy
- 18.2 Photo Sharing
- 18.3 Virtual Tours
- 19 ONLINE DATING
- 19.1 Overview
- 19.2 Use Of Dating Apps/Services
- 19.3 Market Assessmet
- 19.4 Top Dating Apps
- 20 PEER-TO-PEER/SHARING ECONOMY
- 20.1 Overview
- 20.2 Accommodations
- 20.3 Car-Sharing Services
- 20.4 Fashion Rental And Sales
- 20.5 Freelance Services
- 20.6 Restaurant Delivery Services
- 20.7 Ride-Sharing
- 20.8 Secondary Ticket Resale
- 20.9 Sharing Resources
- 21 SMART SPEAKERS & VOICE ASSISTANTS
- 21.1 Overview
- 21.2 Smart Speakers
- 21.3 Smartphone Voice Assistants
- 22 THE METAVERSE
- 22.1 Overview
- 22.2 Virtual And Augmented Reality
- 22.3 Cryptocurrencies
- 22.4 Non-Fungible Tokens (NFTs)
- 22.5 Virtual Worlds
- 22.6 Market Resources
- 23 INTERNET OF THINGS
- 23.1 Overview
- 23.2 Connected Cars
- 23.3 Smart Homes
- 23.4 Wearable Technology
- 23.5 Connected Fitness
- APPENDIX A - MARKET RESOURCES
- APPENDIX B - INFORMATION RESOURCES
- REFERENCES
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