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Smartphone usage is a hot topic in pervasive computing due to their popularity and personal aspect. We present our initial results from analyzing how individual differences, such as gender and age, affect smartphone usage. The dataset comes from a large scale longitudinal study, the Menthal project. We select a sample of 30, 677 participants, from which 16, 147 are males and 14, 523 are females, with a median age of 21 years. These have been tracked for at least 28 days and they have submitted their demographic data through a questionnaire. The ongoing experiment has been started in January 2014 and we have used our own mobile data collection and analysis framework. Females use smartphones for longer periods than males, with a daily mean of 166.78 minutes vs. 154.26 minutes. Younger participants use their phones longer and usage is directed towards entertainment and social interactions through specialized apps. Older participants use it less and mainly for getting information or using it as a classic phone.
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How Age and Gender Affect
Smartphone Usage
Ionut Andone
Konrad Błaszkiewicz
Mark Eibes
Boris Trendafilov
Institute of Computer Science
University of Bonn
Bonn, Germany
andone@cs.uni-bonn.de
blaszkie@cs.uni-bonn.de
mark.eibes@gmail.com
trendafilov.boris@gmail.com
Alexander Markowetz
markowetz.de
Bonn, Germany
alexander@markowetz.de
Christian Montag
Institute of Psychology and
Education
Ulm University
Ulm, Germany
christian.montag@uni-ulm.de
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For all other uses, contact the Owner/Author.
Copyright is held by the owner/author(s).
UbiComp/ISWC ’16 Adjunct , September 12-16, 2016, Heidelberg, Germany
ACM 978-1-4503-4462-3/16/09.
http://dx.doi.org/10.1145/2968219.2971451
Abstract
Smartphone usage is a hot topic in pervasive computing
due to their popularity and personal aspect. We present
our initial results from analyzing how individual differences,
such as gender and age, affect smartphone usage. The
dataset comes from a large scale longitudinal study, the
Menthal project. We select a sample of 30,677 participants,
from which 16,147 are males and 14,523 are females, with
a median age of 21 years. These have been tracked for at
least 28 days and they have submitted their demographic
data through a questionnaire. The ongoing experiment has
been started in January 2014 and we have used our own
mobile data collection and analysis framework. Females
use smartphones for longer periods than males, with a daily
mean of 166.78 minutes vs. 154.26 minutes. Younger par-
ticipants use their phones longer and usage is directed to-
wards entertainment and social interactions through spe-
cialized apps. Older participants use it less and mainly for
getting information or using it as a classic phone.
Author Keywords
Mobile devices; smartphone usage; mobile computing; user
behavior observation; data mining.
ACM Classification Keywords
H.5.m [Information interfaces and presentation (e.g., HCI)]:
Miscellaneous
10.72. Tables 1 and 2 present the age and gender distribu-
tion of our dataset, alongside data from the World Factbook
[5]. We use the data available for Germany since the major-
ity of our users come from this country. We can see that our
dataset is skewed towards the younger population. Some
parents have installed our app on the phones of their chil-
dren, but this does not constitute the majority. The app has
been used as a method of "time on device" management.
Since the gender and age was collected through our in-app
questionnaire, we do not have a guarantee that all of our
users provided correct data. Nonetheless, we have a large
enough sample for this to not be statistically significant.
0
20
40
60
female male
Gender
Time (minutes per day)
Categories
Communication
System
Social
Unknown
Games
Media.and.Video
Other
Figure 2: Daily mean phone usage duration broken down into
different app categories for males and females. Females use
communication and social apps longer than males.
0
500
1000
Time (minutes per day)
Age Groups
0−11y
12−17y
18−25y
26−35y
36−50y
51y+
Figure 3: For how long different
age groups use the phone daily.
Teenagers (12-17 years) lead in
usage, with around 190 minutes.
Usage decreases with increase of
age.
The app categories have been modeled following the main
categories from the Google Play Store. The communication
category contains messaging apps as well as web browsers
and email clients ( e.g. WhatsApp, Facebook Messenger,
Chrome, Gmail). The social category contains social net-
works such as Facebook, Snapchat and Instagram. The
system category includes apps which are not available on
the Google Play Store because they are part of the Android
OS or vendor specific extension (e.g. different system set-
tings, SMS, Phone apps, etc.). The most important apps in
this category are launchers and lockscreen apps. An app
was placed in the unknown category when this app was not
available from the play store and was not placed in the rest
of the categories. An app was placed in the other category
when its category was known but was not one of the main
categories we used in the plots. All of the other categories
are self explanatory.
0
20
40
60
Communication
System
Social
Unknown
Games
Media.and.Video
Other
Category
Time (minutes per day)
Age groups
0−11y
12−17y
18−25y
26−35y
36−50y
51y+
Figure 4: The influence of age on daily average phone usage
clustered by different app categories. Communication and social
apps are used heavily by teenagers. Games, Media and Video
apps usage decline as age increases.
Phone usage differs based on the gender of the participant.
Females spend more time on their phones than males, they
spend on average per day 166.87 minutes (SD = 91.95),
while males spend 154.26 minutes (SD = 92.78). On aver-
age, women spend more time in communication and social
apps while men spend more time playing games . Different
age groups show even bigger differences. The daily mean
phone usage is highest for teenagers, 12 to 17 years old
with 193.64 minutes, and goes down while age increases
to 117.95 minutes at 51+ years old. A similar pattern can
be observed for the usage of communication and social
apps, where in both of these cases, teenagers are the most
prominent users. The situation looks different for gam-
ing apps. Users in our youngest groups spend the same
amount of time in both gaming and using communication
apps. On average, this sums up to over 40 minutes daily,
while other age groups spend around 20 minutes daily with
games. Young users, under 18 years, spend much more
time in media and video apps compared to older ones.
Participants over 30 years old spend less than 10 minutes
watching videos and media.
Conclusions
We clearly see that age and gender play a big role in the
amount and type of phone and app usage. Younger peo-
ple are communicating more and thus are using social
and communication apps more often. They also play more
games, especially children, than the rest of the population.
Older people have different needs and often use the smart-
phone just as a method of informing themselves. Either
by reading the news or communicating with their peers by
using the smartphone as a regular phone. As future work,
we want to expand the current analysis to include other
events such as phone locks/unlocks, movement patterns,
app installs, and activity patterns. Besides age and gender
we plan to look into how education and personality affects
phone usage. We hope that our analysis results might influ-
ence future designs for operating system interfaces, based
on differences between individuals.
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Device Analyzer: Large-scale mobile data collection
  • T Daniel
  • Andrew Wagner
  • Alastair R Rice
  • Beresford
Daniel T Wagner, Andrew Rice, and Alastair R Beresford. 2014. Device Analyzer: Large-scale mobile data collection. ACM SIGMETRICS Performance Evaluation Review 41, 4 (2014), 53-56.
  • Ericsson
Ericsson. 2016. Ericsson Mobility Report. (2016).
Menthal -Running a Science Project as a Start-Up
  • Konrad Ionut Andone
  • Mark Błaszkiewicz
  • Boris Eibes
  • Christian Trendafilov
  • Alexander Montag
  • Markowetz
Ionut Andone, Konrad Błaszkiewicz, Mark Eibes, Boris Trendafilov, Christian Montag, and Alexander Markowetz. 2016a. Menthal -Running a Science Project as a Start-Up. In Computing in Mental Health, Workshop at CHI 2016. ACM.