Youth Tech Usage Charts

'Is Total Gadget Immersion Good or Bad for Kids?' Questions Effects

The new 'Is Total Gadget Immersion Good or Bad for Kids?' infographic looks at whether new technologies are harming or helping incoming generations.

With smart quotes like "The New Nanny?" that are questioning the behaviour of parents since these technologies have become widely available, the chart looks not only at how kids are responding to the influx of smartphones and tablets, but also how parents are as well. When nearly a quarter of the population have given their child a smartphone or tablet to keep them amused, it's important to find out the effect of these actions.

Taking into account what children are actually using the technology for, the 'Is Total Gadget Immersion Good or Bad for Kids?' graph cites that 46% of kids use just-for-fun apps, while 42% have actual education purpose. Further, parents often cite creative encouragement as a main reason for endorsing the use of these new technologies not only at home, but also in the classroom.

Increase in Youth Tech Usage
This trend presents opportunities for companies to develop educational apps and technologies that engage and educate children.
Debate on Impact of Tech on Kids
This trend opens up opportunities for businesses to create products and services that address concerns around the effects of technology on children's development.
Parental Influence on Tech Usage
This trend highlights the need for businesses to develop tech products and services that cater to both children's and parents' needs and preferences.

Who This Affects Most

Edtech
The EdTech industry can focus on developing innovative educational apps and platforms that enhance children's learning experiences using technology.
Childcare Services
Childcare service providers can explore incorporating technology in their offerings to meet the growing demand for digital entertainment and educational tools for kids.
Parenting Products
The parenting products industry can develop technology-based solutions that facilitate healthy and productive tech usage for kids while addressing parental concerns.
SCORE
1.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 27%
Activity 18%
Freshness 8%