1、Online Nation2022 reportPublished 1 June 2022Welsh version available:Ein Gwlad Ar-lein2 Contents Overview 4 What we have found in brief 4 1.The online landscape 10 Introduction 10 Key metrics 10 Internet take-up and use 11 Use of internet services 16 Applications 19 Online sector revenue streams 22
2、Search 29 Social media 32 News 35 Shopping 37 Personal finance 41 Future online landscape 44 2.The online experience 53 Introduction 53 User attitudes to the risks and rewards of using the internet 54 Social media take-up and use 59 Potentially harmful online experiences 61 Action taken after encoun
3、tering potentially harmful online content or behaviour 71 User attitudes to safety measures and free speech 77 3.Gaming 80 Introduction 80 Take-up and use 81 Gaming communities 88 Gaming and wellbeing 93 Market context and business model 94 Virtual reality gaming 97 4.Communications services 101 3 I
4、ntroduction 101 Messaging-and calling-capable services 103 Email 108 Online dating 110 Business models 113 Virtual reality communication 118 Annex A1.Methodology 120 4 Overview What we have found in brief For most people in the UK,being online is a major part of daily life.Being online allows people
5、 to connect with others,sometimes in ways they may not be able to do offline.Our data shows how we benefit from a range of online services,from messaging and calling platforms to gaming platforms,online news outlets and online shopping.However,we have also collected data that shows how the internet
6、can pose risks through exposure to potential harmful content or behaviour from other users.5 Online use in the UK UK adult internet users spent four hours online a day in September 2021 UK adult internet users spent an average of 3 hours 59 minutes a day online in September 2021 on computers,tablets