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Series IconSmartphones and the Japanese [2]
Published Date: 2015/06/23

Video Research Ltd. + DENTSU SOKEN INC. Joint Report "Smartphones and the Japanese" (Part 2)

The iPhone debuted in January 2007 with the slogan "redefining the mobile phone."
In the roughly eight years since, smartphones have flooded the market. While smartphones have dramatically changed our lives, what exactly has changed? A survey by Video Research Ltd. and DENTSU SOKEN INC. Media Innovation Research Department reveals the outline. How are smartphones and Japanese people interacting now? Following Part 1, we report on "Fact 3" and "Fact 4".


Fact 3

Frequent short-duration use, especially among teenage girls

〈Explanation〉

Smartphones are communication tools

Once launched, SNS apps exhibit high "repetitiveness," meaning they are opened multiple times within a short period, revealing a frighteningly hectic pattern. In other words, while the act of looking at the screen is static, the mental activity involved is highly dynamic. Judging by app launch frequency, smartphones function less as handheld PCs for gathering information and more as communication tools evolved from mobile phones.

〈Research Team Comment〉

"Don't do it/Don't let them do it" – Read receipts ignored

SNS usage, particularly LINE, stands out. For teenage girls especially, they might launch LINE and within 10 seconds start browsing online content via a browser or launch another SNS app like Twitter. This survey captures, with concrete data, the reflexive actions young people take to avoid "reading and ignoring" messages.

Launch data analyzed from 1,000 men and women nationwide (ages 15-69).
The data covers the one-month period from October 1 to 31, 2014. It shows the time interval between launching an app in the SNS category and launching another app within the same category.

Fact 4

In fact, F2 and F3 were hooked on games

〈Explanation〉

Teens launch apps about 4 times a day, while those in their 50s launch about 10 times

Game app launch rates tend to be relatively high across all genders and age groups. This graph shows the breakdown of games by female age group. While teens launch games about 4 times per day, those in their 40s launch about 8 times and those in their 50s about 10 times, indicating adults are more enthusiastic about gaming. A key feature of this survey is that it reveals specific subcategories like education, puzzles, and casual games, as well as the actual apps used.

〈Research Team Comment〉

The games they enjoy are "casual games"

As women age, they increasingly use "casual" games like "Neko Atsume," "raising games," and puzzles. We analyze this as a shift from mini-games found on traditional feature phones and brain training games on dedicated game consoles. Additionally, women in their 20s to 40s also launched educational apps, likely related to childcare.

Analysis of launch data from 1,000 men and women nationwide (aged 15-69). Data covers the one-month period from October 1 to 31, 2014. Game apps were categorized into 18 types.

 

Other findings revealed!

 

Topic ①
Redefining Communication
High-frequency communication centered around LINE is common among all smartphone users. With the spread of smartphones, a space where information and messages fly back and forth constantly—what could be called an "instant communication zone"—has emerged.

Topic 2
Peak Smartphone Usage is at 10 PM
Usage tends to be stronger at home than when out, with 10 PM being the peak usage time across all age groups. Planning that takes this into account is undoubtedly required for both mass media and digital channels.

Topic 3
Teenage girls love video
Teenage girls actively communicate via photo-based apps and SNS rather than text. This could be called "image communication."

Topic ④
PCs Still Hold Strong in Video Sharing
We also know that men in their 20s and 30s use PCs to watch YouTube and Niconico videos. While one might assume usage is skewed solely toward smartphones, users seem to be wisely choosing their devices based on the content.


What is Cloudish by AppApe?
A platform that predicts and analyzes app usage trends by time of day and day of the week, relationships between apps, and the lifecycle of individual apps. Based on app usage data collected from over 50,000 smartphone users (Android). Provided jointly by Video Research Interactive Inc. and Microsoft. One feature is the use of Excel-based analysis templates.

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Author

Ritsuya Oku

Ritsuya Oku

Representative of Media Vision Lab

Joined Dentsu Inc. in 1982. Served in Media Services / Radio,TV Division, Media Marketing Division, and later held positions as Fellow at DENTSU SOKEN INC. and Head of Dentsu Media Innovation Lab. Left Dentsu Inc. at the end of June 2024. Established Media Vision Lab, a personal consulting practice. Primarily provides consulting services to media-related companies in the information and communications sector, focusing on three perspectives: business, audience, and technology. Publications include: "The Birth of Neo-Digital Natives: The Internet Generation Evolving Uniquely in Japan" (co-authored, Diamond Inc.), "An Explanatory Guide to 'The TV Theory That Has Come Full Circle' and the Outlook for Broadcasting Services" (co-authored, New Media), "Confirming the Acceptability of Simultaneous Online Streaming of Broadcasts" ("Nextcom" Vol. 2017 No. 32, KDDI Research Institute), "New Media Textbook 2020" (co-authored, Sendenkaigi), "70-Year History of Commercial Broadcasting" (co-authored, National Association of Commercial Broadcasters in Japan), "Broad and Universal Online Distribution / NHK and Commercial Broadcasters: From Competition to Cooperation" ("Journalism" December 2022 issue, Asahi Shimbun), and "Information Media White Paper 2024" (co-authored, Diamond Inc.). Member of the Ministry of Internal Affairs and Communications' "Study Group on the Future of Broadcasting Systems in the Digital Age." Member of the Publishing and Editorial Committee, NPO/Broadcasting Critics Conference.

Akira Miwa

Akira Miwa

Dentsu Inc.

Since joining the company, I have primarily conducted research and studies in the fields of information and communications, digital devices, and content at DENTSU SOKEN INC. I have also worked on building business visions and providing consulting services for both public and private sector clients. My responsibilities have spanned a wide range of areas, from cameras and robots to e-books. From July 2012, I worked on projects related to information media in general within the Media Innovation Research Department. I have held my current position since November 2015.

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