Leisure time covers entertainment-related activities conducted online, including videos and virtual worlds, frequency and location of going online for each activity, use of search engines/portal sites and mobile devices for each activity
XXXXNetpop® trending data reveals social networking has grown 93 percent since 2006, with Facebook showing the greatest increase in regular users in that timeframe (500%). As people spend more time communicating online – particularly in grim financial times – Netpop Research executives argue for greater experimentation in social media...
By investigating the impact of the internet on key areas of people's lives, Netpop | Portraits uncovers the diversity within the broadband market and re-envisions the online population in its current context.
Netpop | Portraits is the first dedicated multivariate segmentation analysis of the US broadband population aged 13+ and offers...
With content no longer tethered to particular a medium, device or location, advertisers and business leaders cope with an increasingly complex web of consumer choices and behaviors. Devices proliferate, access is anywhere and content is set free to be enjoyed where ever and when ever… or so the story...
New and unexpected forms of content are now accessible across millions of websites, bringing expansive opportunities for personal choice and social interactions. This report zeroes-in on entertainment online, examining the content, sites and behaviors that shape how entertainment is experienced on the Web. Almost 1300 Netpop respondents (N=1284) answered...
Since the early days of the Web, the "home page" or "start page" has referred to the site that opens when a new browser window is launched. It is from this starting point that the online experience unfolds. This report covers the role of the Start Page, how long...
This report compares eight usage characteristics of broadband users in China to those of the U.S., including access devices, wired vs. wireless connections, dayparts online, hours per week, online activities, etc. Two graphs are available for every topic covered; one that compares the total population in each country, and...
In the last two years, virtual worlds have managed to capture the time and imaginations of a niche group of Internet users. Today, four percent of the entire U.S. broadband population, or approximately 4.6 million users, spend time in online virtual worlds. This report offers a detailed look at the...
This report examines how U.S. broadband users are spending their time online compared to last year (2006 to 2007). Seven usage characteristics are covered including hours spent online, percent of time on areas of involvement, and content and services accessed daily (from a list of over 20 activities). Each graph...