A common Chinese Internet user consumes over six hours of the day on digital devices, focusing on social and short videos
Chinese netizens are increasingly obsessed with their mobile devices. A QuestMobile report, in this sense, reveals that the most avid users spend 15% of the time, on average about 22 hours a month, to make or play short videos.
The dense Asian country has an Internet population of almost 900 million, according to data recorded in June. In the wake of the rapid proliferation of smart gadgets, the time spent by Chinese netizens on digital devices has reached six hours a day, as reported by Chinese research firm QuestMobile.
The short video apps, since June, have collected a total of 821 million monthly active users
The time spent by netizens in social apps has exceeded 35%, followed by short video platforms and other forms of digital reproduction, with shares of 15% and 11% respectively. Then, mobile games and newsfeed apps ranked fourth and fifth.
As of June 2019, short video apps have collected a total of 821 million active monthly users (MAUs) in China, up 32% compared to the same period last year. All this was recorded against a 2.4% year-on-year MAU growth for the entire online video streaming industry.
The flow of users is certified by the exponential growth of the ByteDance brand
A confirmation of the strong attraction of Chinese netizens for online videos, just think that the most precious startup in the world – ByteDance – gained 588 million MAUs in June, leading the scene through its array of short video applications including Douyin ( marketed as TikTok globally), Xigua Video and Huoshan Video. The second winner is Kuaishou, supported by Tencent with 340 million MAUs over the same period of time.
Weishi, a Tencent app specializing in short films, entered into the possession of 105 million MAUs in the same period, although according to reports from the parent company Tencent it provided subsidies worth $ 242 million. The investment was put in place to attract influencers on the platform, in order to increase its content activities.
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