Exploring Play and Creativity
in Pre-Schoolers’ Use of Apps
Final Project Report
Monteney Primary
School
Section 1: Background to the study
1
1.1 Introduction
1
1.2 Aims, Objectives and Research Questions
2
1.3 Methodology
3
1.4 Approaches to Data Analysis
6
Section 2: Main findings
7
2.1 Phase One: Survey
8
2.2 Phase Two: Case Studies
18
2.3 Phase Three: Observations of App Use in School
30
2.4 Phase Four: Analysis of Apps
34
Section 3: Conclusion and recommendations
41
3.1 Summary of Key Findings
42
3.2 Significance of the Study
44
3.3 Recommendations
46
References
47
Appendices
49
Appendix 1: Project Partners and Advisory Board
Appendix 2: Classification of Play Types
Appendix 3: Analysing Children’s Creative Thinking Framework
Appendix 4: Survey Questions
Appendix 5: Interview Schedule for Use With Parents
Appendix 6: Statistical Analysis of Survey Data
Acknowledgement
This project was funded by the Economic and Social Research Council (Grant Number: ES/M006409/1)
Citation
Marsh, J., Plowman, L., Yamada-Rice, D., Bishop, J.C., Lahmar, J., Scott, F., Davenport, A., Davis, S., French, K., Piras, M., Thornhill, S., Robinson,
P. and Winter, P. (2015) Exploring Play and Creativity in Pre-Schoolers’ Use of Apps: Final Project Report. Accessed at: www.techandplay.org.
1
Background
to the study
1.1 Introduction
This report outlines the key findings of a co-produced study, developed in collaboration between academics at the
Universities of Sheffield and Edinburgh, the BBC (CBeebies), Monteney Pirmary School and the children’s media
companies Dubit and Foundling Bird (Appendix 1 outlines the project team members and Advisory Board members).
The project was co-produced in that all project partners contributed to the development of the project aims and
objectives and were involved in data collection, analysis and dissemination. The aim of the study was to identify
pre-school children’s (aged 0-5) uses of and responses to tablet apps in terms of the impact on their play and
creativity.
It was felt that the need for the project was significant, given evidence of growing access for young children to tablets
that are able to host apps. Ofcom (2014) has reported that 65% of 3-7 year-olds live in a household with a tablet
computer (Ofcom, 2015:23). The National Literacy Trust (NLT, 2014) undertook a survey of 1,028 children aged three to
five in 2013. They found that 72.9% have access to a touch-screen device in the home, a figure which includes
smartphones. Whilst these data are very useful, neither study examined the types of apps that children aged under 5
in the UK use and little is known about how apps are used by pre-school children. This lack of knowledge is of
concern, given that this is large, and growing, market. It was reported by Shuler in 2012 that 72% of the top-selling
apps in the Education section of Apple’s app store were aimed at the pre-school age group and, therefore, some
account should be taken of how apps are chosen and used by families of pre-schoolers. In addition, there have
been repeated calls regarding the urgent need for research into the media and technology use of this age group
(Buckingham, 2005; Gillen and Cameron, 2010; Holloway, Green and Livingstone, 2013). Whilst there has been a
range of studies of pre-schoolers’ use of apps, these have largely focused on storybooks (Kucirkova, 2013; Merchant,
2014) or on educational use in early years settings (Lynch and Redpath, 2012), and not specifically focused on an
analysis of play and creativity.
Play in the digital world is becoming increasingly complex due to children’s use of technologies and this use creates
synergies between online and offline and digital and non-digital play (Burke and Marsh, 2013; Marsh, 2010, 2014;
Marsh and Bishop, 2014). There is emergent evidence that use of tablets by the under 5s can promote creativity and
play (Verenikina & Kervin, 2011), but further research is required on the types of creativity and play they foster.
Theories of play as a complex, multi-faceted phenomenon, which encompasses various rhetorics including play as
identity, imagination and power (Sutton Smith, 1997), were employed in the study. Digital technologies have been
found to impact on play in a number of ways. Firstly, digital technologies can offer a platform for the use of games
embedded in hardware that promote both rule-bound play and free play (Plowman and Stephen, 2005). Secondly,
digital technologies can be a stimulus for imaginative play, such as physical play based on characters and narratives
encountered in video games or virtual worlds (Marsh, 2014; Marsh and Bishop, 2014). Thirdly, digital technologies
can be used in children’s play as objects e.g. children using smartphones to make pretend phone calls (Plowman et
al., 2012). The primary focus for this project was the way in which the use of apps promotes play. Hughes’s (2002)
taxonomy of play was utilised to identify episodes/ aspects of play. These classifications of play were adapted for a
digital environment (see Appendix 2).
2
Technology and Play
The study also examined the relationship between children’s use of tablets and their creativity. Creativity is defined in
this context as the production of original content and evidence of diverse forms of thinking, both often present in
young children’s play (Gillen, 2006; Robson, 2014) and everyday uses of technology (Willett, Robinson and Marsh,
2009). A number of studies have identified how pre-school children can use a range of technologies in ways that
promote their creativity, such as the production of blogs and podcasts and the use of animation software (Marsh and
Yamada-Rice, 2013; Vasquez and Felderman, 2013). It was important to determine the extent to which tablet apps
can foster young children’s creativity, given their growing use. In order to explore this area, Robson’s (2014) ‘Analysing
Children’s Creative Thinking (ACCT) Framework’ was used in order to determine the extent to which apps promote
creative thinking (see Appendix 3).
The study included a focus on augmented reality apps. Augmented reality (AR) toys such as DreamPlay combine
play with real-world objects, including toy characters or musical instruments, with screen-based activities provided
through apps. Bringing an AR toy/ book/ artefact into proximity with the associated app can activate on-screen
content such as games and animations and bring the toy/ book/ artefact ‘to life’. This is a potentially rich format for
the fostering of play and creativity. There has been little research in this area, although there are emergent studies on
older children’s engagement with augmented reality picture books (Cheng and Tsai, 2014). The study, therefore, also
included a focus on pre-school children’s use of augmented reality apps. This focus emerged from the need of
children’s media industry partners to consider the development of apps of this type. What is of interest in this area is
the extent to which such apps can blur the boundaries between offline and online and digital and non-digital play,
particularly given the development of apps that interact with physical play objects.
This study, therefore, focused on examining how far apps for under 5s foster play and creativity. This included an
emphasis on how the apps were being used in the context of the home, in addition to an examination of the
affordances (Gibson, 1977) of the apps themselves for the promotion of play and creativity.
1.2 Aims, objectives and research questions
The aims of the study were to examine pre-school children’s use of apps and identify how far tablet apps for
pre-school children (aged 0-5), including apps that incorporate augmented reality, promote play and creativity. The
objectives were:
1.
To collect information about UK preschool children’s access to and use of tablet apps in the home.
2.
To identify the most popular tablet apps for pre-school children and develop an understanding of the extent to
which these promote play and creativity.
3.
To identify the factors that currently inform parents’/ caregivers’ choices of tablet apps for this age group.
4.
To examine the impact of tablet apps (including augmented reality apps) on the play and creativity of
pre-school children.
5.
To identify the affordances of tablet apps that are particularly successful in promoting young children’s play and
creativity in order to inform: (i) future app development by the children’s media industry and (ii) the future choices
of apps for young children by parents/ caregivers and early years educators.
6.
To increase dialogue and promote knowledge exchange between academics, children’s media industry,
parents/ caregivers and early years educators with regard to pre-school children’s use of apps.
The research questions that informed the study were as follows:
(i)
What home access to tablet apps do UK pre-school children currently have and how are they used?
(ii)
How do variables including socio-economic status, age, gender and ethnicity impact on this access and use?
(iii) What are the most popular tablet apps downloaded by UK parents/ caregivers for pre-school children?
(iv) How far does children’s use of selected popular apps promote play and creativity?
(v)
How far do selected augmented reality apps promote play and creativity?
(vi) What are the affordances of tablet apps that effectively promote pre-school children’s play and creativity?
(vii) What are the affordances of augmented reality apps that effectively promote pre-school children’s
play and creativity?
3
Survey Findings
1.3 Methodology
The research project had four separate phases that variously addressed the research questions.
These phases overlapped.
1.3.1 Phase 1: Online survey of 2,000 parents/ caregivers of 0-5 year-olds in the UK.
This survey addressed research questions (i) – (iii) and further explored the following secondary questions:
• What factors play a role in the decisions of parents when it comes to choosing apps?
• Do parents exhibit conscious decision-making that takes into account the educational or creative potential of
apps? What other factors are at play?
• How important is the inluence of children in the selection of apps to download?
As part of the process of knowledge exchange, the survey was designed collaboratively by the research team and
piloted before implementation (see Appendix 4 for a copy of the questionnaire). Dubit was responsible for
administering the survey. Parents and carers who are part of an established panel drawn upon by Dubit were invited
to take part. The randomised, stratified sample was constructed to ensure that parents and carers across all regions
of the UK participated and to ensure it was representative in relation to national patterns with regard to socioeconomic status. Dubit also ensured that the sample was ethnically diverse and that it included parents of under 3s
in addition to 3-5 year olds. Of those invited to participate who qualified for inclusion, the participation rate was 89%.
Table 1 outlines the profile of the sample:
Table 1: Demographic profile of the survey sample
Age of child
Social class
group
Ethnic group
Under 1s
9%
1 year old
18%
2 years old
21%
3 years old
23%
4-5 years old
29%
A
B
C1
C2
D
E
10.8%
24.6%
23.6%
22%
10.8%
8.4%
White
84.5%
Mixed
Heritage
4.9%
Asian
6.8%
African/
Caribbean/
Black
2%
Chinese
0.8%
Prefer not to
tell 0.9%
Other 0.4%
A pool of households interested in taking part in Phase 2 was populated in order to recruit six families for Phase 2 of
the study. The pool was a varied sample in terms of: (i) socio-economic class (ii) age and gender of child (iii) ethnicity
(at least one of the six families from a BME group) in order that the six families’ profiles could be broadly in line with
the main user groups identified in the survey. Only four of the families were eventually recruited from this panel.
Other families that agreed to participate dropped out at an early stage for various reasons. The team therefore
recruited two additional families, one through the contacts of a local nursery and one through contacts from a
member of the team. Both of these families completed the survey after joining the project.
1.3.2 Phase 2: In-depth case studies of preschool children’s use of tablet apps in six families.
The case studies addressed research question (iv) and (vi) and, in the case of families that used augmented reality
apps, research questions (v) and (vii). Six families were recruited, as outlined above. The profiles of the six children
can be found in Table 2:
4
Technology and Play
Table 2: Demographic profiles of the case study children
Family No.
Name
(pseudonym)
Gender
Age on
first visit
Social Class
Ethnicity
Siblings
F1
Arjun
Boy
3.1
B2
Indian
Sister, aged 10
F2
Jade
Girl
4.11
D
White
-
F3
Amy
Girl
2.11
C1
White
-
F4
Kiyaan
Boy
2.8
A
Iranian
-
F5
Tommy
Boy
6 months
E
White
Brother, aged 6
F6
Angela
Girl
2.3
C2
White
Brother, aged 7
Five visits were made to the first five families over a period of three months; the final family was visited on four
occasions due to their holiday plans. During these visits (lasting up to 2 hours each), parents/ caregivers participated
in interviews in which they responded to questions about the provision of tablet apps for their preschool children. A
schedule was set up for the case study visits which guided their content, but the researcher was responsive to each
of the families’ contexts. All the families were asked to talk through their responses to the survey questions, which
provided basic data about the children’s tablet use, and then they were asked a set of questions about play,
creativity and the downloading of apps. In addition, a play and creativity tour was undertaken of each house, with a
map drawn of the house, accompanied by commentary on children’s spaces and places for play and creativity (and
tablet use) within it. If families did not wish the researcher to tour the house, they drew a map for or with her.
Children were asked about the apps they used and were video recorded using them by a researcher. The
researcher also took photographs where appropriate. Parents were invited to video record and photograph their
children using apps and then discuss these videos and images with the researcher. In addition, the two children
aged 3 and above were invited to use a ‘Go Pro’ chestcam in order to record their own use of tablet apps. This is a
camera that is strapped to the child’s chest and allows the recording of action as the child moves and interacts with
other people and objects, including tablets.
1.3.3 Phase 3: Observations of and interviews with children in Foundation Stages 1 and 2 using tablet apps,
including augmented reality apps.
This element of the research addressed research questions (iv) to (vii). In this part of the study, researchers used a
sample of apps that were preloaded onto two tablets for twelve children aged 3-5 in Foundation Stages 1 and 2 in a
primary school. The apps used were those identified as the top six pre-school children’s apps used by 3-5 year-olds
in Phase 1 of the project, in addition to six augmented reality apps identified by the research team as suitable for this
age group. All children in Foundation Stage classes 1 and 2 were invited to participate in the research. Twelve
families responded to the invitation. The children’s ages at the start of the study are outlined in Table 3. All the
children had previously used tablets, although not all of the children accessed tablets at home. One child had African
heritage (Jennifer) and the other children were White, which aligned broadly with the demographic profile of the
school. The school is situated in an area of socio-economic deprivation.
5
Survey Findings
Table 3: Names, gender, ethnic background and ages of children who participated in Phase 3
Name (pseudonym)
Gender
Age at start of study
Class
April
Female
3 years 9 months
Foundation Stage 1 (Nursery)
Ivy
Female
4 yrs 2 months
Foundation Stage 1 (Nursery)
James
Male
3 years 9 months
Foundation Stage 1 (Nursery)
John
Male
4 years
Foundation Stage 1 (Nursery)
Samantha
Female
4 yrs 1 months
Foundation Stage 1 (Nursery)
Catherine
Female
4 years 5 months
Foundation Stage 2 (Reception)
Hayley
Male
4 years 7 months
Foundation Stage 2 (Reception)
Nathan
Male
4 years 7 months
Foundation Stage 2 (Reception)
Simon
Male
4 years 10 months
Foundation Stage 2 (Reception)
Kevin
Male
4 years 9 months
Foundation Stage 2 (Reception)
Jennifer
Female
4 years 9 months
Foundation Stage 2 (Reception)
Frankie
Male
4 years 10 months
Foundation Stage 2 (Reception)
The video recording took place on ten separate days over a period of 3 months. On four of the occasions, two
researchers were present and on the other six days, a single researcher recorded the children. The apps were
introduced to children and then children were recorded using the apps and related artefacts. The materials and
equipment were set up in rooms near to classrooms. The children were recorded using apps sometimes chosen by
themselves but at times they were directed to specific apps by the researchers. The children used the apps
individually, apart from one augmented reality fishing game, which was designed for two players, and a game that
was not part of the study. The camera focused on the child’s interaction with the screen.
In total 20 hours, 34 minutes and 51 seconds of video recording was completed. Three hours, 13 minutes and 3
seconds of these data were excluded from analysis as the video recordings were focused on children’s use of apps
that were not directly included in the study, or the videos were too short to be usable (e.g. under 10 seconds).
Seventeen hours, 21 minutes and 48 seconds of video recording was thus suitable for analysis, which constituted 198
separate videos.
1.3.4 Phase 4: An analysis of the ten apps used in Phase 3 in order to identify their affordances for the
promotion of play and creativity.
This element of the research addressed research questions (vi) and (vii). Content analysis and multimodal analysis of
the apps themselves, in addition to a close analysis of the children’s use of the apps, were used in an examination of
the videos, which enabled the identification of features that promoted or limited play and creativity to be identified.
6
Technology and Play
1.4 Approaches to data analysis
The survey data were processed and analysed using the IBM SPSS 22 statistical package. Descriptive statistics
summarising the demographic features of the dataset are provided, followed by the full set of statistical analyses, in
Appendix 6.
Responses from each question in the survey were cross-tabulated against the following variables: age of child,
socio-economic class, ethnicity and gender. All variables in the survey data, both demographic and questionresponse, are either nominal or ordinal in nature so these results were then analysed using the chi-square test of
association (Connolly, 2007; Muijs, 2011) to indicate statistically significant relationships (e.g. between a child’s gender
and their reported tablet usage). Statistically significant results were highlighted at the 1% and 0.1% level of
significance to account for the large size of the dataset and repeated statistical testing (following Marsh et al., 2005).
Additionally, post-test “Cramer’s V” effect sizes have been calculated (Cohen, Manion, & Morrison, 2011; Muijs, 2011)
in cases where statistically significant results were found, though are omitted where tables have been simplified for
reporting clarity (such as question A-Q6 from the survey) and are available on request from the authors.
The interview data were transcribed and imported into Nvivo 10. Interview data were analysed using thematic
analysis (Braun and Clark, 2006). Data were coded both deductively (for play types, creativity and creative thinking
types and types of parental mediation) and also inductively. In Nvivo, a code is termed a ‘node’. At the first level of
analysis there were 165 separate ‘child’ notes identified. At the next stage of analysis, these were grouped into 124
second level ‘child’ nodes. Finally, in developing the thematic categories in the third level of analysis, 28 parent nodes
were developed. These were then mapped on to the three major themes that were addressed in the Phase One
survey: Access and Use; Parental Engagement; Play and Creativity.
Videos were analysed by drawing on typologies of play and creative thinking. Play behaviours were classified using
the adapted Hughes’ (2002) taxonomy. Hughes’ definitions were revised to apply to play in digital environments (see
Appendix 2). This allowed the way in which apps promoted different types of play to be identified. Creative thinking
was identified through the use of the ACCT Framework (Robson, 2014), which was designed for use with pre-school
children. This enables creative thinking to be identified through observable behaviours and addresses three main
areas: exploration, involvement and enjoyment, and persistence (see Appendix 3). The software package Scribe 4.2
was used to analyse the videos. This enables videos to be labelled in relation to codes. Codes were entered that
related to the taxonomies of Hughes (2002) and Robson (2014). An ‘other’ category enabled an additional code to
emerge, that of ‘transgressive’ play.
Ethical issues were addressed throughout the study, in line with the BERA Ethical Guidelines (2011). The notion of
informed consent underpinned the approach to the research, with an understanding that for young children, assent
must be judged through ongoing assessments of the child’s body language in addition to other potential markers of
discomfort (Dockett and Perry, 2011). If children appeared to be tired, then the interviews/ video recording schedules
were adjusted accordingly. Parental consent was sought for the depositing of all data in the UK Data Archive.
Children and parents were invited to participate in dissemination activities. Each family was given £100 of vouchers
in order to acknowledge the commitment they made to the project.
Survey Findings
2. Main Findings
7
8
Technology and Play
2.1 Phase 1: Survey
2.1.1 Access
Children had access to a wide range of technologies, as outlined in tables related to A-Q1 in Appendix 6. Only 9% of
children had access to three or fewer technological devices, such as televisions, tablets and smartphones. Fifty
percent of the sample had access to 4-10 devices, whilst 32% accessed 11-20 devices and 9% had access to more
than 20 devices. Children from lower socio-economic groups were more likely than children from ABC1 families to
have access to 11 or more devices (45% v 39%), as were boys (43% v 40% girls) and Black and Minority Ethnic (BME)
children (48.3% v 40%).
The iPad was the most popular tablet used by children, with the Samsung Galaxy Tab the second most popular
tablet (see Figure 1).
Figure 1: Access to different types of tablets
100%
75%
50%
25%
0%
iPad tablet
computer
Samsung
Galaxy Tab
Other tablet
computer
Kindle Fire
Tesco Hudl
Access in the home
Microsoft Surface
Access elsewhere
Source: Dubit/University of Sheffield - February 2015. AQ2. You have indicated that your child can access the following devices
elsewhere. For each device listed please indicate where your child assesses it? (Base 2000)
Thirty-one percent of all children owned their own tablet, although this differed in relation to age, social class and
gender, with more boys than girls and more older children (3-5yrs) than younger children (0-2s) owning tablets.
There were social class differences in relation to the access to particular types of tablets. For example, children in
families in social groups ABC1 were more likely than children in families in social groups C2DE to have access to
iPads in the home (56% v 48%) with children in lower socio-economic groups more likely to have access in the home
to cheaper tablets, such as Samsung Galaxy (46% v 27%).
9
Survey Findings
Outside of the home, children largely had access to tablets in the homes of grandparents and friends (see Figure 2).
Figure 2: Children’s access to tablets outside of the home
Of those who access the tablet outside the home we split out the places of access by tablet model. This shows that
children of this age often access tablets in more than one place
140%
120%
100%
80%
60%
40%
20%
0%
iPad tablet
computer
Amazon Fire
Samsung
Galaxy Tab
Other tablet
computer
Microsoft
Surface
Tesco Hudl
Kindle Fire
Source: Dubit/University of Sheffield - February 2015. AQ2. You have indicated that your child can access the following devices
elsewhere. For each device listed please indicate where your child assesses it? (Base 2000)
At a grandparent’s house
At another relative’s house
At a friend’s house
Out of school group
In an after school / breakfast club house
At school
At a nursery, early years, playschool
At a child minder’s house
None of these
The small numbers of parents reporting access to tablets in nurseries, early years settings or schools (3%) is of
concern, but may be due to parents being unaware of such use.
2.1.2 Use
Parents reported that their children under five used tablets for a mean of 1 hour 19 minutes on a typical weekday
and 1 hour 23 minutes on a typical weekend day. As children watch television and play games on tablets, this use
of the tablets reflects the convergence of media, with time spent on tablets replacing some of the time previously
spent engaging with television screens. Differences in the timing of use of devices across social class groups were
minimal other than in relation to watching television, which children in social groups ABC1 did less frequently than
children in groups C2DE (47% watching only 60 minutes or less of TV on a typical weekday v 38%). It was found that
parents reported 0-2 year olds spending slightly more time on tablets than 3-5 year olds. This may be accounted for
by the time 3-5 year olds may spend in early years settings, as well as being engaged in more independent
activities.
10
Technology and Play
Parents were asked about the digital competences of children. Figure 3 outlines what children could do when using
tablets, as identified by parents.
Figure 3: Children’s competences when using tablets
Tablet Use: Competence
Is able to do unassisted
Is unable to do/unaware of
Needs some assistance
Swipe the screen (e.g. to change photos, turn the ‘page’ of an e-book)
65%
Trace shapes with their fingers
60%
Drag items across the screen
60%
Open their apps
60%
Draw things
59%
Tap the screen to operate commands
59%
Exit apps and enter other apps
54%
Turn the device on and off
54%
Increase or decrease the volume
47%
Take photos
47%
Click on a cross in a box to get rid of a pop-up
19%
31%
38%
Show others e.g. siblings how to use the device
38%
Use video apps
20%
24%
22%
37%
34%
Find new apps in the app-store/market place
30%
25%
24%
33%
29%
30%
32%
35%
30%
39%
31%
31%
19%
50%
27%
14%
0%
17%
22%
33%
19%
Purchase new apps in the app-store/market place
25%
31%
30%
Make videos
14%
27%
35%
Use reading apps
15%
26%
43%
Enlarge or decrease the size of objects by pinching and dragging
11%
13%
24%
45%
Use gaming apps
16%
28%
48%
Use creativity apps
13%
30%
49%
Unlock the device
12%
24%
50%
Use learning apps
12%
28%
27%
55%
Drag items and trace shapes
23%
54%
25%
61%
25%
50%
75%
100%
Inevitably, these skills were age related. Figure 4 indicates the differences in competences reported by parents of 0-2s and 3-5s.
Figure 4: A comparison of what 0-2s and 3-5s can do unassisted when using a tablet
0-2
3-5
54%
Swipe the screen (e.g. to change photos, turn the ‘page’ of an e-book)
76%
44%
Trace shapes with their fingers
75%
45%
Drag items across the screen
72%
44%
Open their apps
75%
43%
Draw things
73%
43%
Tap the screen to operate commands
72%
40%
Exit apps and enter other apps
69%
36%
Drag items and trace shapes
69%
40%
Turn the device on and off
66%
33%
Increase or decrease the volume
65%
32%
Use learning apps
64%
37%
Unlock the device
58%
32%
Use creativity apps
61%
33%
Take photos
60%
28%
Click on a cross in a box to get rid of a pop-up
59%
28%
Use gaming apps
56%
25%
Enlarge or decrease the size of objects by pinching and dragging
50%
23%
Show others e.g. siblings how to use the device
50%
25%
Use video apps
44%
18%
Use reading apps
40%
15%
Make videos
22%
14%
Find new apps in the app-store / market place
24%
13%
Purchase new apps in the app-store / market place
16%
0%
20%
40%
60%
80%
Source: DQ1 We want to understand how comfortable your child is using a tablet. (Base 2000)
Patterns of use vary across the day. Use of tablets peaks between 4pm and 6pm each weekday, a time when
parents are likely to be getting on with other tasks. At weekends, use is spread more evenly across the day.
Tablets were most likely to used in the living room, with greatest use in kitchens reported before 9am (at breakfast)
and in bedrooms between 6-8pm and after 8pm (at bedtimes) (see Table B-Q2b in Appendix 6).
11
Survey Findings
Tables 4 and 5 demonstrate what children are likely to use a tablet for across the day (based on data in Tables B-Q2a).
Table 5: 0-2 year olds’ use of tablets across a typical day
WEEKDAY
Before 9:00am
9:00am-12:00pm
12:00pm-2:00pm
2:00pm-4:00pm
4:00pm-6:00pm
6:00pm-8:00pm
After 8:00pm
Activity
Collages, search
engines
Collages
Magazines,
search engines
To help with
education/
learning
Colouring in
or looking at
pictures
Making videos or
watching videos
Making videos
Motivation
Distraction or
quiet time
Distraction or
quiet time
Distraction or
quiet time
Watching
music videos on
YouTube
Reading stories
Bedroom stories
Bedroom stories
Encourage play and creativity
WEEKEND
Activity
Watching catch
up TV
Motivation
Distraction or
quiet time
Music videos on
YouTube
Browsing the
internet or
Watching
YouTube videos
To help education/
learning, play
apps for gaming,
watch YouTube
Watching
music videos on
YouTube
Encourage play and creativity
Table 5: 3-5 year olds’ use of tablets across a typical day
WEEKDAY
Before 9:00am
Activity
Magazines or
collages
Motivation
Distraction or
quiet time
9:00am-12:00pm
12:00pm-2:00pm
2:00pm-4:00pm
4:00pm-6:00pm
6:00pm-8:00pm
After 8:00pm
Magazines
Search engine or
browsing internet
Browsing internet,
watching video
or drawing
Play with/use
apps for gaming
Watching video,
listening to stories
or browsing
internet
Browsing internet
Sit back
experience.
Encourage
creativity and play
Encourage play and creativity / Educational Purposes
WEEKEND
Eatch YouTube videos
Activity
Motivation
Distraction or
quiet time
Watch YouTube
videos, play apps
for gaming
Play apps for
gaming
Encourage play and creativity / Educational Purposes
Watching
YouTube videos,
watching video,
stories/
audiobooks
Browsing internet
Sit back
experience.
Encourage
creativity and play
Bedroom stories.
Sit back
experience
Across a typical day, children were more likely to be reported using the tablet with a parent or guardian (57%) than
on their own (35%), although more independent use was reported at the beginning and end of the day. Most
reported use with siblings was between 4-6pm and at bedtime. There were no statistically significant differences in
this pattern across age, gender, ethnicity or social class (see Table B-Q2c in Appendix 6).
Most of the time (62%), the decision to use tablets was solely or mainly that of the parents, with only 16% of parents
reporting that tablet use was solely or mainly decided by children (see Table B-Q2d in Appendix 6). Use of more than
one screen at a time was limited, with 49% of parents reporting that their child rarely or never used another screen at
the same time as using a tablet. There were social class and ethnic differences, with parents in social groups CD2DE
and BME parents reporting that their children were more likely to use a second screen often, or all of the time (see
Table B-3 in Appendix 6).
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Technology and Play
2.1.3 App choices
Parents were asked to count the number of apps their children used on the tablet. 33% of the sample said they did
not know, which is a sizeable minority. This may be due to the fact that there are multiple apps on tablets for different
children in the family and so isolating the apps used by one child would be difficult. A third of the sample (33%) said
that their child used 0-5 apps and a fifth (20%) stated that there were 6-10 apps for the use of the child (see Table
C-Q1 in Appendix 6). The majority of apps were not paid for. There were social class and ethnic differences, with
parents in social groups ABC1 and BME parents more likely to pay for apps (see Table C-Q4 in Appendix 6). Parents
differed in terms of the rate that they downloaded apps, with most (19%) suggesting every two or three months,
others reporting once a month (16%), two or three times a month (17%) or once a week (11%), with the rest ranged at
either end of that spectrum (see Table C-Q3 in Appendix 6). Parents in social groups ABC1 and BME parents
downloaded apps for their children more frequently than other parents. Parents deleted apps used by children less
frequently overall than they downloaded apps, with the highest percentage (21%) being those parents who deleted
apps less frequently than once every six months (see Table C-Q4 in Appendix 6).
The promotion of play and creativity were key in parents’ motivations for downloading apps (see Figure 5).
Figure 5: Parents’ motivations for downloading apps for children
0-2
To support their learning
3-5
60%
64%
To encourage play and creativity
57%
65%
A reward for achievement/good behaviour
24%
37%
Another way to interact with a character from TV, film book
28%
30%
To satisfy an interest/passion
26%
30%
Prefer them to use apps rather than web browser
24%
31%
A gift/present
They have completed all other apps they use
13%
16%
11%
14%
0%
33%
67%
100%
Source: Dubit/University of Sheffield - February 2015. CQ11 What are your motivations for downloading an app/apps for your child? (Base 2000)
We examined why parents download apps for their children to use. Parents are more likely with 3-5s to use tablet
apps as a reward for good behaviour than with 0-2s as 3-5s begin to be able to demand more use of the tablet and
ask for longer sessions.
Parents looked for a variety of features when downloading apps for the child, but the most important features were
that the apps were perceived to be fun, educational and easy to use. Only 24% of parents looked for apps that had
parental controls (see Figure 6, based on Table C-Q9 in Appendix 6).
13
Survey Findings
Figure 6: Features considered to be important to parents when choosing apps for their children
0-2
3-5
100%
79%
82%
77%
73%
67%
62%
60%
33%
26%
22%
26%
25%
18%
17%
7%
0%
Fun
Educational
Easy to use
Parental
controls
Colourful/
attractive to
look at
Instructions
for parents
included
9%
Games
7%
4%
Videos
5%
3%
Stories
Source: CQ9 Please rank (in order of importance) the following features of apps that
you look for when choosing for your child (Top 3 rank) (Base 2000)
When searching for new apps for their children, parents’ top priority is that the app is fun for their child to use, then
followed closely by educational features. Instructions for parents is only important for around a fifth of parents, and is
more important for parents of younger children.
There were age differences in that parents of children under 2 were less likely to look for the feature of an app being
easy to use (presumably because the parents were more likely to be operating the app for the child) and parents of
under 2s were more likely than other parents to look for apps that were colourful and attractive to look at.
Children were more likely to access apps of all genres on a tablet than a smartphone. There were age, gender,
social class and ethnic differences in relation to the types of apps used (Table A-Q7 in Appendix 6). For example:
• Girls were more likely than boys to use colouring-in apps, and older children were more likely to use these apps
than younger children.
• Older children were more likely than younger children to use drawing and painting, story, photograph, gaming
and educational apps.
• Children under 1 were more likely to look at magazines on a tablet than older children.
• Children from BME families were more likely than White children to use apps for social purposes and to use the
tablet to look at magazines. BME children were less likely to access educational apps.
Children’s top ten favourite apps, in order of preference, were:
1. YouTube
2. CBeebies (Playtime and Storytime)
3. Angry Birds
4. Peppa’s Paintbox
5. Talking Tom (and similar)
6. Temple Run
7. Minecraft
8. Disney (general)
9. Candy Crush Saga
10. Toca Boca (general)
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Technology and Play
There were some differences across age, gender, social class and ethnicity. Fewer BME parents than White parents
stated that one of their child’s favourite 5 apps was a CBeebies app (7% v 18%). Parents from social class groups
C2DE were more likely than parents from ABC1 groups to state that one of their child’s favourite 5 apps was a
nurture/ mimic app, such as Talking Tom (12% v 6%). More parents of 3-5 year olds than parents of 0-2 year olds
stated that one of their children’s top 5 apps were Angry Birds, Temple Run or Minecraft. Finally, fewer parents of
boys than parents of girls stated that one of their children’s favourite 5 apps was Peppa’s Paintbox (9% v 13%) (see
Table CQ-7 in Appendix 6).
Parents were asked to report how long children had been playing their favourite apps. Of those children that used
the following types of apps, the percentage of children having used them for longer than 6 months was as follows
(from CQ-6):
50.5%
41.9%
37.7%
34.5%
34.5%
Basic strategy games
e.g. Angry Birds
Creating virtual worlds
e.g. Minecraft
Apps for learning
Nurture and mimic
Audio/ musical play
32.1%
22.4%
21.8%
10.7%
Escape and obstacles
Sports
Styles creation
Social networking
Whilst parents’ favourite apps related to learning, parents reported that their children’s favourite apps were more
orientated to play and creative activities (see Figure 7) (see Table C-Q5 in Appendix 6).
Figure 7: Parent vs children’s favourite types of apps
Parent Favourite
Child Favourite
Learning
Role play
100%
Story apps/interactive books
80%
Nurture and mimics
Social networking
60%
40%
Sports
Style creation
20%
0%
Visual play/ drawing colouring in
Creating virtual worlds
Basic strategy
Creative production
Audio play/music play
Escape and obstacles
Video apps
Augmented reality
Source: CQ5 Of all the different types of apps your child uses, we’d like you to tell us which one(s) are
YOUR favourite(s) and which are THEIR favourite(s)? (Base 2000)
15
Survey Findings
Parents were asked to indicate how their children had learned about the particular apps they used. Sources of
information were varied, but the most frequently reported source of information was the App Store/ Play Store (see
Figure 8, based on Table C-Q8 in Appendix 6).
Figure 8: How children discovered new apps
64%
Searching the App
Store/Play Store
52% 50% 47% 44%
Parents
Siblings
Friends
In-app
advertising
More parents of 3-5 year olds than 0-2 year-olds reported that children had learned about apps through
in-app adverts.
Decisions about app downloads were largely jointly made between parents and children (30% stated that it was
mainly their decision, with some input from the child and 22% stated that it was a joint decision), with only 5%
of parents reporting that it was the child alone who decided on apps to download. Older children were more likely
to influence app choice, as were children from social class groups C2DE (see Table C-Q10 in Appendix 6.)
The main barriers to downloading apps were varied, but the greatest barriers were financial
(see Figure 9, based on Table C-Q12 in Appendix 6).
Figure 9: Barriers for parents in downloading apps for their children
Price
Too expensive
Worry about in-app payment
Not knowing whether it’s good quality or not
Too much screen time
We don’t know whether it is suitable for my child
Advertising
If the app requires a subscription rather than one-off payment
Poor value for money
My child might get bored of them quickly
We have a free version of the app already
They are not as educational as alterntatives e.g. books
I find it hard to find the right stuff
Not enough content
Length of time to cancel subscription
Don’t feel digital is the right place for children to learn
We cannot find our favourite characters and shows
Use
Content
Advertising
Education
35%
34%
29%
28%
27%
26%
25%
22%
19%
15%
14%
14%
13%
10%
8%
7%
0%
33%
67%
100%
CQ12 What are the main barriers to the downloading of apps for your children on tablets? (Base 2000)
16
Technology and Play
There were some differences, with parents in social class group ABC1 more likely than parents in social class group
C2DE to report that they were concerned about children having too much screen time. BME parents were more
likely than White parents to report that a barrier was not being able to find their children’s favourite characters and
shows on apps, which may reflect the limitations with regard to the depiction of diversity of characters in children’s
media products.
Whilst in-app purchasing appeared to be of concern, in-app advertising appeared to be a lesser concern
(see Fig 10, based on Table E-Q2 in Appendix 6).
Figure 10: Level of parents’ comfort with in-app advertising
I would pay for my child’s apps if it meant that there was no in-apps adverts
11%
I don’t mind in-app adverts if it means my child can play for free
9%
I am not worried if there are relevant adverts in the apps my child plays
7%
34%
30%
Tend to agree
15%
31%
30%
0%
Strongly agree
32%
32%
33%
19%
12%
20%
11%
67%
Neither agree/disagree
8%
100%
Tend to disagree
Strongly disagree
The concerns about in-app advertising may have been limited because only 17% of parents reported that their child
had been exposed to such advertising. Whilst other negative use of apps were minimal, nonetheless they point to
the way in which some children have been exposed to content that made them feel uncomfortable (6%), been
exposed to content that made parents uncomfortable (9%) or made an in-app purchase by accident (10%) (see Figure
11, based on Table D-Q2 in Appendix 6).
Figure 11: Children’s experiences when using apps
0-2
3-5
60%
Seen an advert on a creen and asked you about it
64%
57%
Been exposed to advertising within mobile or tablet applications
65%
24%
Watched content (brand, characters, shows) on more than one platform at the same time
37%
Made an in-app purchase by accident
60%
64%
Been exposed to content that made you feel uncomfortable
57%
65%
24%
37%
Clicked on a link when online that took them to inappropriate content
28%
30%
Made an in-app purchase without permission
26%
30%
Bought something online by accident
Asked you about something they saw online that was inappropriate
24%
31%
Bought something online without permission
13%
16%
Been exposed to content that made them feel uncomfortable
11%
14%
0%
13%
25%
50%
17
Survey Findings
In general, parents were comfortable with their children’s tablet use (see Figure 12), but safety issues were those that
they were most concerned about.
Figure 12: Parents’ levels of comfort with children’s tablet use
33%
That the tablet can be used for positive things e.g. learning or creativity
That they know when to ask for parental / other help
27%
The sorts of things my child does on the tablet
25%
That they know where their content is
22%
Types of videos they watch on the tablet
That they know how to avoid other content
10%
Things that they can be exposed to on the tablet e.g. in-app advertising
8%
0%
Tend to agree
8%
7%
39%
22%
8%
6%
10%
7%
27%
25%
28%
13%
6%
29%
14%
5%
28%
22%
22%
38%
20%
6%
24%
36%
12%
7%
35%
35%
16%
My child using the device unobserved by me or another adult
19%
35%
18%
The amount of tme my child spends on the tablet
Strongly agree
36%
21%
31%
33%
Neither agree/disagree
13%
28%
67%
Tend to disagree
9%
14%
100%
Strongly disagree
2.1.4 Summary
The survey outcomes suggest that young children who have access to tablets in the home or in the homes of
grandparents/ neighbours and friends engage in a wide variety of uses of the tablet. Watching videos and engaging
in audio/ music play through YouTube is a key driver for use, as are creative activities, such as drawing and painting
and creating virtual worlds, in addition to playing games, dressing up avatars and looking after virtual pets. Much of
this use, as reported by parents, is co-use – young children are not spending long hours using tablets on their own.
Children are developing a wide range of competences in their use of tablets, with the majority of 3-5 year olds able
to swipe, tap, open and operate apps unassisted by adults.
Parents actively manage children’s downloading of apps and have clear criteria for selection. They do have some
concerns, largely in relation to the cost of apps and the potential for in-app purchasing. It would seem that both
children and parents would benefit from more sources of information about which apps to use. The online stores
were the sources most frequently used for learning about new apps, stores which are, inevitably, driven by
commercial interests. Additional sources of independent reviews of material would be beneficial. In addition, there
are concerns raised by this analysis for those children who do not have access to tablets in the home or in the
homes of grandparents/ neighbours and friends. Few parents in this survey reported their children accessing tablets
in early years settings and schools, yet these spaces need to offer children access to such technologies in order to
ensure all children can develop the digital competences outlined in this report. In the next section of the report, we
draw on the data from the visits with six case study families in order to examine some of these issues further.
18
Technology and Play
2.2 Phase two: Case studies
The case studies explored the issues raised by the survey in greater depth. The areas that are discussed in this report
are clustered around three major themes that relate to the survey in Phase One: Access and Use; Parental
Engagement; Play and Creativity.
2.2.1 Access and Use
The case study children all had access to tablets in the home. For those children with siblings, use was shared but
the three single children had their own tablets to use. Children largely used tablets in the living room and bedrooms,
but there were specific spaces in which they were used at times. For example, three year old Arjun and his sister
sometimes used tablets in dens the older sister built, as she explained:
“…we had chairs, so we put the chairs together and then I made a den so that he could sit inside and watch
the tablet. So then I made it and then he sat inside and he was watching the Hot Wheels and he was playing
games, and then when my mum needed to feed him my mum just came in and then fed him.“
Similarly, two-year old Kiyaan used his tablet in a den, as his mum outlined:
“…you put it up like a blanket on top of it and make it like a house, so he goes underneath...and he pretends
it’s there. So he goes there as well in his room.“
Four-year-old Jade also played with children in the neighbourhood outside and sometimes this involved using tablets
in a den they made using a trampoline. In this way, tablets were integrated into the everyday play practices of
children, made possible by their transportability.
Children used the tablet independently for much of the time, but with the parents overseeing use and, sometimes,
participating in use. Tommy, aged six months, never used the tablet independently, but either participated directly in
its use by watching videos or listening to rhymes when sat with his mum, or watched others in the family use it for
gaming or communication purposes as he sat on their knee. Sometimes he participated in Skype sessions taking
place between family members, so those that were at a distance addressed him directly.
Parents reported that their children largely used the tablet in short bursts of up to thirty minutes which, over a day,
accumulated to between one hour and ninety minutes, as in the survey findings. For those children who had started
nursery, the tablet provided the sort of relaxation time that watching television may have provided prior to them
owning a tablet, as four year-old Jade’s mum noted:
“… because she’s been doing things all day at school and she’s been learning and everything, I think it’s her
downtime, it’s what she sees as her downtime. You know when she’s been hard at work at school all day, as
she sees it, it’s her relaxing time. When she’s got her uniform off and she’s got changed into her normal
clothes and she’ll sit back on the settee and she’ll have CBeebies on and she’ll play on the tablet for half an
hour before she has her tea.”
For 2-year old Amy, the tablet provided a bridge between being asleep and then wide awake after her afternoon
nap, as her mum suggested:
“…she’s still half asleep most of the time when she wakes up and then the pattern that I’ve seen, she’ll watch
that for a little bit, probably about 10 minutes or so, or watch one episode of something, and then she’ll play a
game. So yesterday she watched [title unclear], which she watches on Netflix, and then she watched one
episode of that and then put her Paw Patrol game on, and then it sort of got left then and then that got her up,
sort of wakes up a bit and makes her want to go and play. And then we’ll go outside and play for a bit, later
on in the afternoon we tend to go outside and play if the weather’s alright.”
The accounts of parents related closely to the patterns of use identified in the survey (see Section 2.1). For example,
interactive use occurred during the day, whilst the tablet was often used before bedtime in a more passive way, i.e.
to engage with bedtime stories or films, as Arjun’s mum reported:
19
Survey Findings
“During the day he uses various activity including the video watching. But mainly during the night it’s more
listening and watching, he tends to listen and watch the video more during the night before he goes to bed.
But I mean, watching videos is included in one of the other activities he does during the day as well, when he
does a drawing he will just bring the apps... But I think during the night he is less playing and little bit more
creative apps compared to watching, so he does more watching and listening…”
For those children with siblings, tablet use was sometimes shared. Older siblings chose apps for their younger
siblings to download, they showed them how to use apps and sometimes they played alongside them. Most of the
time, older siblings played different games from their younger siblings on the tablet, but for a 7 year-old who had
special needs, engaging in the apps aimed at his two year old sister, Angela, provided him with enjoyment:
Mum:
”Yeah…when he’s looking for his games, if he sees something that Angela might enjoy he’ll
download it.”
Interviewer:
”Really? So can you think of any examples of that? ”
Mum:
”Yes, ‘Mr Potato Head’, he downloaded that…I think sometimes it’s for Angela, but he’s a bit
intrigued as well. He’s autistic and he’s got ADHD, so he does seem to like a lot of things that
Angela does, he’ll sit and watch ‘Peppa Pig’, which is not…well he’s 8 now, he’s nearly 8, but
he’ll enjoy it just as much.”
The case study data reinforced findings from studies with slightly older children (Chaudron et al., 2015) in that they
indicated that this group of children under 5 engage in a wide range of activities using tablets: they watch videos,
watch television (particularly catch-up services and streaming services such as Netflix) play games, make virtual
constructions, engage in educational apps (e.g. learning letters, numbers and shapes), take photographs, make
films, draw, paint, make collages, make marks and write, create musical compositions, listen to music, participate in
the social networking activities of parents and family members (e.g. Facebook) and communicate with family
members and friends through Skype and Facetime. The children under 3 in the case study families also engaged in
this range of activities, apart from the baby, Tommy, who at six-months old did not use the tablet independently.
App use tends to go in phases, with some repetitive use of favourite apps before children move on to new ones. The
types of apps owned and used by children in the case study families reflected those identified in the Phase One
survey, with the use of the YouTube app and the CBeebies apps common across the families. Often, apps would be
used that related to children’s popular cultural interests in television programmes, films, characters and toys.
Sometimes the use of apps was sparked by a child’s interest in a toy; at other times it was the other way around, as
Jade’s mum reported:
“And it’s the same with that Annoying Orange… she’d got the app and now she’s pestered us for the toy, and
that sometimes happens. Or she’ll do it the other way round, she’ll have the toy and then pester for the app.”
Parents noted a variety of reasons that children liked to use apps. Motivations for engaging with apps included the
following. Children: (i) found them fun to use (ii) found interactive apps particularly engaging; (iii) enjoyed learning
new skills and acquiring knowledge; (iv) liked apps that related to their popular cultural interests (v) enjoyed practicing
skills and achieving a sense of mastery (vi) liked the positive feedback and rewards they received when they
achieved goals (vii) liked to play the apps that siblings and parents used (viii) enjoying watching videos and more
passive experiences when they wanted to wind down. De-motivational aspects of use were related to the tablet as
well as apps. If the tablet was slow/ overloaded, then apps froze and children became frustrated. In addition, if
children found apps difficult to use, they would sometimes stop using the tablet altogether.
20
Technology and Play
2.2.2 Parental Engagement
Parents, siblings and wider family members shape young children’s engagement with technologies. In this section,
the role that parents’ theories and values play in children’s use of the tablet is considered, along with the types of
mediation they undertook in their child’s tablet use and their management of children’s apps.
2.2.2.1 Parental ethnotheories
The values, beliefs and previous experiences of parents directly shape children’s engagement with digital objects.
Ethnotheories are culturally- shaped systems of beliefs within families (Kenner, Ruby, Jessel & Gregory, 2008) and
inevitably, these ethnotheories inform how parents mediate children’s use of technologies (see Marsh, Hannon,
Lewis and Ritchie, 2015: Plowman, McPake, & Stephen, 2008). Parental ethnotheories informed how the children in
the six case study families used tablets. Values ranged from respecting the place technology has in supporting
children’s development and learning, to adopting a critical stance to commercialism and understanding the need to
lead a balanced life in which technology only plays one part, as Jade’s mum noted:
“…she does get spoilt a bit but she does know her limits. I mean, we’ve tried to talk to her about money and
things, and I’ve said to her you can’t just have everything you want. And the same with… she’s quite good
with technology, she likes her tablets and her DS and stuff but I’ve tried to always instill in her to, you know, like
balance too, like going outside as opposed to being on her tablet all the time and she is quite good at that.
And she does know her limits, she will pester for things but she knows, we have taught her her limits that she
can’t just have everything.”
Parents were concerned about the potential negative impact of the use of technology on health, general
development and outdoor play, although none of the parents felt that their own children currently had an imbalance
in engagement with digital and non-digital playthings. A further value expressed was the need to care for
technology, given that some of the children had already thrown tablets in frustration.
On the whole, parents held positive views towards tablet use and identified a range of benefits for their children,
such as fostering learning and extending social and personal skills. They discussed children acquiring a range of
competences in using the tablet from a young age, such as opening and using apps, being able to operate the
tablet independently, manage passwords and so on. In addition, parents noted a range of knowledge they felt their
children had acquired in using tablet. This included learning lower case letters, numbers and shapes. Parents
reported children undertaking more writing using the tablet and learning about specific topics. For Kiyaan’s mum, the
tablet was helpful in exposing her child to English, given the family spoke Farsi at home:
“Yeah, and I just remembered, because we speak another language at home and I wanted him to pick up
English properly, you know from the proper place, then on YouTube and other story telling. So I also, and that
he was very young, for 1 year of age, I exposed him to pick up, to listen to something that already, and he just
learn to pick up properly.“
Parents noted learning from apps that were designed for that purpose, but they also pointed out that children
learned incidentally from apps that were more focused on entertainment.
“Sometimes yeah, mainly just that she knows more than I realise. Like she’s mentioned like ingredients to put
in the bun mix before. Whereas I don’t think I’ve ever told her and I’ve never really shown her properly and
then she’s told me before that she’s got it off…she knows flour, eggs, milk, what have you, and I think she’s
got it off them apps…So it’s like you wouldn’t think they were educational, but they are like unintentionally
educational, yeah.” (Jade’s mum)
21
Survey Findings
Arjun’s mum reported how the app Talking Tom was helpful in potty training her son:
Mum:
“The Tom does everything. Because of Tom he has learnt…like I wanted to give him potty
training, a toilet training…”
Interviewer:
“Oh yes, yes tell me more about that, is there an app that you use for that?“
Mum:
“Yeah, like you can see Tom, he goes to the toilet. So he makes him to sit on the toilet.
So I told him, when Tom is ready to go to the toilet why not you? I showed him the little
thing then I put him…”
Interviewer:
“Yeah? Would you say that that was effective?”
Mum:
“Yeah a little. Sometimes I think that is, because he thinks I’m doing something which he doesn’t
want to do, I’m forcing him to do that. But if he see the same thing on app he thinks it’s
something like playful or something and he does that. Going to the toilet, actually Tom helped
me a lot to tell him the way…Because I used to tell him ‘See, when Tom is…you make Tom to go
for the toilet, you make him…You know that when he gets up you have to take him….then why
not you can do that?’ I started to tell him. Then he’s told, ‘OK I’ll go’, then he started going.”
Thus, parental ethnotheories about children’s development and learning shaped their’s and their children’s use of
tablets, enabling them to support the use of the tablet for the development of specific skills and knowledge and
allowing them to recognise key milestones in learning.
Potentially negative aspects of children’s engagement in the use of tablets were not considered, other than the health
and use concerns outlined above. For example, whilst gendered patterns of use were evident in the data, none of
the parents challenged their children’s engagement with stereotypical characters and types of apps. Indeed, they
appeared to accept this as a matter of fact, despite the fact that these patterns of engagement may, ultimately, limit
children’s tablet use:
“He doesn’t want to write, he doesn’t want to colour, and he is only interested in boys’ play. My daughter at
this age she used to draw, colour, everything, he doesn’t show any interest in that. He does on the app but
not many.” (Arjun’s mum)
“…she’ll lead the way with what she likes with the apps, you know like she wouldn’t go for anything that she
doesn’t like, you know, anything that she deems too boyish or anything, that’s what she tends to steer away
from.”: (Jade’s mum)
Overall, therefore, children’s interactions with tablets were shaped by family values that emphasised fun,
engagement, learning, respect for technology and the need to embed technology in a balanced leisure portfolio.
22
Technology and Play
2.2.2.2 App management
Parents used a range of strategies to find apps for their children. There were twelve distinct strategies deployed by
parents in the case study families. Parents:
1)
Use search engines on the app/play store using general search terms e.g. ‘learning numbers for kids’;
‘free games for 2 year olds’.
2)
Look for apps related to familiar broadcasters/ television programmes (trusted sources).
3)
Look for apps related to children’s interests e.g. dinosaurs; princesses.
4)
Look for apps similar to apps the child already likes.
5)
Download apps from developers that they know develop good products.
6)
Download apps that are in a series.
7)
Look on known categories in the app/ play store for new apps.
8)
Look at description of apps, review images from the app and read app reviews (particularly for information on
whether or not the app freezes, how interactive it is and its star rating).
9)
Download apps they have seen on television advertisements.
10) Follow recommendations viewed on parenting websites/ blogs.
11) Download apps that are related to the child’s developmental stage/ needs e.g. mark-making.
12) Respond to children’s requests if appropriate e.g. child learns about an app from peers or notes app with
appealing pictures and parent reviews the app (using strategies outlined in point 7) before agreeing
to download.
The qualities of apps that parents looked for were those identified in the Phase One survey – that they are fun,
interactive and/or educational. Parents normally downloaded free apps, or apps that had free trials before requiring
purchase, but some parents did report that they were prepared to pay for an app if they felt that the quality
warranted it. Reviews by other parents were generally found to be helpful, although the Iranian Dad of Kiyaan
pointed out that her own cultural referents may have been different from those of the reviewer, which needed to
be taken into account:
“So I’ve got my own cultural points which will be very different from a British or German or African or Middle
Eastern or Chinese culture. So then I used those things as a guideline and then I went through the apps first
and then see how it looked like, is it easy to use, is it fine, does it have some sort of engagement factor in it?”
A number of parents reported drawing on their own experiences of media as a child when finding content for
children. For example, the mother of six-month old Tommy searched for lullabies on the YouTube app to play to him:
Interviewer:
“So again, how have you found the lullabies?”
Mum:
“I just type it in usually.“
Interviewer:
“Yeah, yeah. And do you tend to just let those play without singing along yourself?”
Mum:
“Yeah, ‘cos I usually put Brahms Lullaby on for him.”
Interviewer:
“Oh right, I know it.”
Mum:
“And I don’t know words to it.”
Interviewer:
“Yeah, well they’ll probably be in German I think, yeah that’s right…What made you choose
that one, just out of interest? “
Mum:
“I don’t know, it’s just one I remember when I were a kid, so….”
Survey Findings
23
Three of the families did purchase apps and the other three families seldom purchased apps. The influence of
socio-economic status was clear, as the three families that primarily downloaded free apps were in social class
groups C2DE. Economic issues were at play here. Six-month old Tommy’s mother, the family with the least economic
capital, remarked that she would probably buy apps when they were being sold at a discounted price, such as a
recent sale, where they cost 9p. For Angela’s family, they would have been prepared to buy apps, but did not feel
that it was necessary, given the availability of free apps. Angela’s mother remarked that she felt fifty pence would be
a reasonable price for an app. Money was not always the reason for such decisions, however, and other issues also
rose to the fore, such as attitudes towards the purchase of virtual items, as 4 year old Jade’s mother suggested:
“I think to be honest, again, I love the apps, I love the free apps, they’re brilliant for her, but if in comparison if I
were buying them I’d much prefer her to have the physical toys and, you know the physical books and things.
It’s things that she can keep, that she can keep hold of for a long time, do you know and that she can go back
to. I just think there’s something not quite as realistic about the apps as opposed to proper toys.”
The families from social groups ABC1 proffered various reasons for purchasing apps. Sometimes it was because
they wanted the educational value, at other times it was because of a desire to avoid in-app purchases or
advertisements, as Arjun’s year-old mother stated:
“I prefer…usually we purchase for the same, so there’ll be no advertisements or such things so that he can
keep on playing with that and he doesn’t get distracted and irritated of those things. Because everything,
sometimes when you open this, he’ll come ‘Mummy, mummy’ and he’ll just close those apps, getting
irritated…So definitely I’ll expect that no ads will be there when I purchase something.“
Some of the purchased apps were relatively expensive, with Amy’s mum purchasing a maths app that had cost
£9 for the various elements of it. She did, however, complain about the stealth marketing often used in the process,
with the extent of in-app purchases only being visible once the app had been downloaded and she expressed a
wish to have all the costs stated up-front before purchase. The marketing and buying of apps is a relatively new
area for parents to navigate and there are, therefore, attitudinal aspects for app developers to consider as well
as financial ones.
2.2.2.3 Mediation
Parental mediation theory relates to the way in which parents enable children’s access to technologies, and then
mediate their uses of it (Schofield Clark, 2011). Early studies of children’s engagement with television suggested that
there were three main types of parental mediation: restrictive mediation, instructive mediation and co-viewing
(Nathanson, 1999; Warren, 2003). Restrictive mediation refers to practices which include restricting the amount of
time children can view television, or only allowing specific programmes to be watched. Instructive mediation includes
discussion about the content of programmes, which might be negative or positive in nature. Co-viewing consists of
shared viewing, which might be undertaken for a variety of purposes, including having fun. More recently, Nikken
and Jansz (2014) developed a tool to assess parental mediation of young children’s internet use, building on the
categories initially developed by Livingstone and Helsper (2008) in a study of pre-teens’ and teenagers’ online use.
They found five styles of mediation that could be reliably measured: co-use (using the internet together); active
mediation (e.g. helping children to understand what to do when being harassed online); restrictive mediation i
(general restrictions, such as time limitations); restrictive mediation ii (content restrictions, such as banning certain
sites) and supervision (parents monitoring children’s internet use when nearby). These five categories can be applied
in general to how the parents in the case study families engaged in mediating children’s tablet use.
2.2.2.3.1 Co-use
As in the survey, parents reported that they engaged actively with their children’s use of the tablet, although the
extent to which they did this differed in terms of the time of day and the child’s purpose for using the tablet. Co-use
appeared to be most prevalent when children were learning to use new apps, or engaging in educational uses of
the tablet.
24
Technology and Play
Parents supported children’s learning on tablets using strategies identified in previous studies of young children and
technology (Plowman et al., 2012). For example, Amy’s mum outlined how she scaffolded her daughter’s learning:
Interviewer:
“What sort of role do you play with her when you’re sitting with her?““
Mum:
“So it’s sort of repeating instructions and then like when the pattern ones and have things like
shoe, sock, shoe, sock, I’ll repeat that pattern to try and get her to listen. Repeat it slower
than the instructions so that she…and then if she is really struggling then I show her,
demonstrate to her, and then I’ll let her have a go herself. But she doesn’t like that, she likes
to have a go herself first.“
The tablet, therefore, has not displaced traditional patterns of parent-child interactions around technology for these
families, but has extended them so that such support can now take place in a range of spaces due to the mobility of
the tablet. Amy’s mum also engaged in game-playing with her daughter and appeared to be the parent for whom
co-use was most extensive, perhaps influenced by her professional role as an early years tutor on an online course.
One of the themes that was reported in relation to these pre-school children’s use of apps was their desire for
independence in their use. Whilst children required parents’ and siblings’ help at times, particularly when an app
was unfamiliar, they desired to use the apps independently, swiping others’ hands away and insisting they used
them alone. Jade’s mum echoed other parents when she noted this pattern:
“But yeah like I said, if she’s….if there’s something that she’s stuck with and she wants instructions reading
then she tends to ask us. But she’ll still, like she’s doing with us now, she’ll still not let you have full reign of it,
she’ll be very independent and she’ll want to do as much as she can. And sometimes even when she’s
struggling she’ll be losing her temper and I’ll say ‘Do you want me to help you?’, ‘No, I want to do it myself’.”
Whilst this can be a frustrating experience for parents, such patterns of use contribute to the development of selfefficacy (Bandura, 1986) in the use of technology at a young age.
The case study data illustrate that for these pre-school children, tablets could be used independently or with parental
supervision, yet the Phase One survey data indicated that use was primarily co-use. Parents may have responded to
the relevant survey question in this way because they identify the overarching support they provide young children,
clearly seen in the home visits, as co-use rather than supervision. Whilst parents in the case studies did report times
at which children would use tablets independently as they got on with household chores, this was interspersed with
times when parents were more actively engaged in monitoring use or intervening/ supporting where necessary.
2.2.2.3.2 Active mediation
In previous studies, active mediation has related to times when parents and children use the internet together and
parents help children to develop online safety strategies. This type of active mediation did not feature in observations,
or reports from parents. Instead, active mediation was related to the need to help children develop strategies for
managing the tablet at times when its use may have been problematic. For example, Jade’s tablet was very slow at
times, with apps occasionally freezing. Jade’s mum helped her to develop strategies to actively manage this, such as
restarting, or being more patient when waiting for games to upload. She also talked to Jade about balancing her use
of the tablet with other types of play. Amy’s mum reported that she had to remind Amy to press a particular button in
order for an e-book to be read to her, otherwise she reported that the book was not reading. Through strategies such
as these, parents helped their children to manage their tablet use more effectively.
Survey Findings
25
2.2.2.3.3 Restrictive mediation
Nikken and Jansz (2006) outlined two types of restrictive mediation. The first is the imposition of general restrictions,
such as time limitations and the second is content restrictions.
In general children’s use of the tablet appeared to be self-managed. Jade’s mum reported that she limited Jade’s
use of the tablet for thirty minutes at a time when she first started using it, but now no longer needed to as Jade did
not stay on the tablet for too long. Overall there did not appear to be in evidence the kinds of problems that needed
to be managed by time-based restrictions of use. Parents did use the tablet as a reward at times, or as a means of
getting children to undertake a certain task. For example, Arjun did not always co-operate at meal times and so his
mum used the tablet as a means of getting him to eat meals. There were other family rules constructed around the
tablet, such as it being banned from bedrooms in one family, to being excluded from mealtimes in another. Children
did not resist these rules. As was the case with the slightly older children in the study by Chaudron et al. (2015),
parents with older children adopted a different set of restrictive mediation strategies for those children, once they
perceived children to be more likely to meet unwanted risks online.
There were few content restrictions in relation to online use. Parents reported that their children did not access the
internet without parents or siblings co-using the tablet, or without them being nearby and, therefore, they did not feel
the need to impose other strategies. All of the parents discussed having some safety controls in place for children’s
use of tablets, such as the use of a password to access it. However, there was less evidence of the use of parental
controls for social networking sites children could access on the web, such as YouTube. Most of the parents felt that
their children were as yet too young to access the internet unsupervised and that this was something they would,
therefore, consider later on. Nevertheless, in discussions, it was clear that some of the children had accessed online
sites inadvertently. For example, Arjun had uploaded some of the drawings he had made on an app to his mother’s
Facebook page, which meant that she had to turn off the request embedded in the app that asked the user if he or
she wished to do this. Amy’s mum mentioned that Amy had strayed on to a video she had not considered suitable
on YouTube and had to stop her watching it. This points to the need for further consideration of the approaches to
online safety that could be adopted by parents of pre-school children.
2.2.2.3.4 Supervision
Supervision appeared to be the most prevalent mediation strategy used by parents, alongside co-use. Parents
reported being aware of what their children were doing on the tablet through ensuring that they were in the same
room when they used it and watching what they did. The information gained through this supervision enabled them
to gain knowledge about children’s competences, their developmental needs in relation to the tablet and the kinds of
apps they most enjoyed using. At times, children would ask parents for help and so supervision would merge into
co-use.
Parents were not always necessarily explicitly concerned with learning outcomes but they had an interest in
developing their child’s skills so that they could become independent users and occupy themselves without
disturbing parents from domestic tasks and leisure activities, or interrupting older siblings’ play. Parents felt less guilty
about using educational apps to serve this function and considered the investment of one-to-one time worthwhile as
it prolonged the time that children could be engaged in an activity. Parents also used their peripheral vision to keep
an eye on activity and make sure that children were not getting stuck, although the mobile nature of tablets meant
that it was easy for children to seek out help in these circumstances. Plowman, Stephen and McPake (2010) refer to
these forms of support as guided interaction that operates either face to face (proximal) or through oversight at a
distance (distal).
2.2.3 Play and Creativity
The analysis undertaken in Phase Three of the study indicated that apps can promote play and creativity in a range
of ways. Observations in the home, and data collected by parents and children themselves, confirmed that apps
played an important role in supporting children’s play and creativity. In the next sections, each of these areas is
considered separately.
26
Technology and Play
2.2.3.1 Creativity
Apps fostered children’s creativity in the home in a range of ways. Apps supported children’s engagement in text and
drawing creation. They wrote, drew, painted and created collages with apps. Jade particularly enjoyed an app that
replayed the strokes used in the drawing process:
Mum:
“…you can put all sorts on it can’t you, like explosions and things?”
Jade:
“Yeah and fireworks.”
Interviewer:
“Mmm, which was your favourite bit of it?”
Jade:
“Er…the video when you watch what you’ve drew.”
Interviewer:
“Yeah? Why do you like that? Why do you like to see that? “
Jade:
“Because I like seeing myself drawing on it.”
Jade’s mum even thought this had impacted on Jade’s drawing in school:
“I’d probably say the colouring and drawing ones, they’re the ones that she seems to get the most out of
because she spends the most amount of time on them creative ones and it seems to have reflected in like her
drawing what she does, do you know, with her things in her drawing box and at school. She’s brought a lot of
pictures back from school and I can tell that a lot of…the way that they teach you how to draw on certain
apps, I can tell she’s took that over into her drawing at school and that. So I think she does benefit quite a lot
from them sort of apps.“
Taking photographs and making films was also a favourite activity for some of the children. Arjun’s mum stated:
“…he does some editings on drawing or something like that. And he saves…he takes his own pictures, he
has some app like that. He takes his own pictures and he does some editing on that.”
Jade’s mum outlined how she made films, recording activities and reporting what was happening as a soundtrack.
She also produced slideshows of photographs and created stories around them, although needed help to do this on
the tablet, whilst she was able to do this independently on the phone:
Mum:
“Yeah, just like, you know like just out loud, she’ll go through them and she’ll say,‘So and so
was doing this’ and she’ll make things up that were going off in the house that weren’t really
going off in the house, do you know what I mean? So she’ll use several pictures and connect
them up using a storyline…She’ll do it, because you can put them on like a slideshow can’t
you where you can just have them like moving along on their own, and that’s how she tends
to do it.”
Interviewer:
“Does she know how to set it up on a slideshow herself?“
Mum:
“Yeah she does, yeah…they’re slightly harder to work on the tablets than they are on the
phone, and I tend to have to show her the slideshow on the tablet. But she can do it on
her phone.”
Interviewer:
“Oh that’s lovely, I really like it. What sort of things are the stories about, can you remember
anything now?“
Mum:
“Oh all sorts of things, just like make-believe stories about princesses, and her, and her dolls
and everything. You name it, she makes a story up about it.“
Survey Findings
27
For other parents, creativity was evident in their children’s use of apps that enabled construction of virtual worlds and
objects, such as Minecraft or Lego, as Arjun’s mum noted:
”I think some of them are, like Lego app is there, there he has to construct a car or a tractor on his own, by
giving his own shape, with the wheels, the top, the roof and everything, he has to construct on his own and
he has to ride it. So I think all those building types and all will be creative for him.”
As other studies have indicated, music is a key ingredient in young children’s everyday creative lives (Young, 2008)
and the prevalence of music apps in the app and play stores is a testament to their popularity. Music apps enabled
children to create new compositions and also listen to a wide range of music. Two-year old Angela, for example,
enjoyed an app that enabled her to press virtual keys to construct tunes. Inevitably, YouTube played a significant role
in children’s musical experiences. Parents reported searching for rhymes and lullabies for children on YouTube, but
children also watched popular music videos on the channel. The majority of the children were able to navigate
YouTube relatively independently using the recommended video system, or the history function.
Creative activities were also prompted by the use of tablets, rather than engaging with the apps themselves. For
example, Jade liked to move from apps in which she could create foodstuffs to cooking with her mum in the kitchen.
Amy’s imaginative and creative play was supported by her interactions with apps, as her mum noted:
”…with her it’s really a role…like her imaginative role play really at the moment. But it does promote…like
she’ll get up, and if she’s been playing on certain apps like the Olaf one, she’ll get up and play with her Frozen
things and it sort of stimulates that sort of play. But we have…when she first got that Paw Patrol drawing app
we did end up doing some painting, I printed some pictures, those pictures off, I got them on the computer.
But we printed them off and then she actually physically painted those…”
All of the types of creative thinking outlined in Robson’s (2014) ACCT framework could be observed in children’s use of
the apps in the home. Apps promoted creative thinking through the structures they created for learning, but children
also applied creative thinking skills in apps that were not particularly designed for this purpose.
2.2.3.2 Play
Observations of children using apps, and analysis of video recordings taken by parents and children themselves,
indicated that the range of play types in evidence in the use of the apps in school were present in the home. There
was more evidence of imaginative play and role play in the home, as children embedded the apps in play with other
objects, such as soft toys.
In Hughes’ taxonomy, transgressive (i.e. pleasure in breaking the rules) play does not feature, yet it was evident in
children’s play with apps in the home. For example, Arjun used the CBeebies Playtime app and particularly enjoyed
one of the games, Alphablocks. This consisted of a series of blocks with letters on, which children had to manipulate
in order to construct words, using picture cues. Arjun played a game in which he clicked on the alphabet blocks and
dragged them to the top of the screen so that the top half of the blocks disappeared around the edge of the screen,
then he released them so that they popped out, as he said, “Peek a boo!” The app designers had not purposefully
built this feature in, yet through exploring the affordances of the app in a transgressive manner, Arjun invented a
new game. There were other examples of transgressive play. Jade’s parents reported that she was attracted to a
‘stick man’ game that they disapproved of because of its content and suggested that part of the attraction for her was
their disapproval.
28
Technology and Play
One aspect of play that was particularly salient in children’s home use of apps was the way in which it took place
fluidly across digital and non-digital domains and involved a range of media. At times, there was a straightforward
link between another media source and an app:
”…sometimes what happens, when he sees a programme, like Tree Fu Tom or something, he just comes down,
he opens the app and he starts playing Tree Fu Tom. Like Super Why, he sees something, he thinks ‘This time was
not enough for me’, he comes down, he opens and he starts playing once again with that.” (Arjun’s mum)
At other times, the relation the app played to other interests was more complex, with it being one aspect in a wider
transmedia web of play, as Jade’s mum recalled:
Mum:
”It’s just interesting because I remember Paul [father] was telling me about a dinosaur, was it
YouTube films, last week.”
Interviewer:
”And I’ve just seen dinosaur in her bedroom I think, she’s got at least one.”
Mum:
”Yeah, she has. She’s got little figures, she’s got a couple of cuddlies….she’s had… them
magazines where you can buy them every week, they start off cheap with something free and
then they’re like about £5 a week! And you build things up. She’d had one of them and it
actually taught you all about dinosaurs and every week you got a figure and then you built a
scene up… so she does like a lot of things like that. And she’s done it before with books, where
you got a free dinosaur, she seems to be very interested in dinosaurs.”
Interviewer:
”Yeah. And do you think that’s Paul’s influence, or does it come from somewhere else?”
Mum:
”…I mean I think she does anyway because she watches Andy’s Dinosaur Adventures on
CBeebies…and she finds that very interesting. But I think it’s primarily Paul’s interest because
she knows that he loves dinosaurs so…he’s always trying to get her to watch ‘Jurassic Park’! ”
Interviewer:
”Does she…I think on the CBeebies Playtime app there’s an Andy’s Dinosaur one, isn’t there?”
Mum:
”I’m not actually sure what it does but I know she does play on it quite a bit, and…she’s also
got a Dinosaur Minecraft…I’m not sure what…I’m assuming you construct a dinosaur, but I’m
not really sure, but yeah…when I asked her if she wanted any Minecraft games she picked
the Dinosaur Minecraft, so… she is interested in dinosaurs quite a bit.”
At other times, apps were used in play that incorporated other artefacts and stimulated imaginative play that was not
directly connecting the app with a toy:
Mum:
”She doesn’t have the Barbie app any more, but when she did have it she’d sometimes get her
Barbies out and line them up and sit them at the side of her and…she’d talk to them as she’s
playing on the app. And she sometimes does it with the Frozen app, because she’s got Elsa
dolls and she’ll…be having little conversations with them while she’s on the app, so yeah.”
Interviewer:
”What sort of things does she say?”
Mum:
”She’ll just be telling them what she’s doing on the app…like giving commentary, like running
through the game and things, so…”
29
Survey Findings
Similarly, Amy’s mum noted how she played alongside a Mr Potato Head app rather than with it:
Mum:
”She…she was playing with the app on the sofa and she put the toy on the floor, but she was
like…she had it up like this and she was sat on the floor but the toy was next to her. So it’s
like she was showing it but…”
Interviewer:
”Yeah, so she was holding the screen up to the toy.”
Mum:
”Yeah. But it does the same, all the facial features come off and she can put it together.”
As with Jade, Amy’s enjoyed engaging in this kind of parallel play with the app and toy. For other children, apps were
a springboard to play. For Angela and David, watching popular unboxing videos (in which commercial items are
unwrapped) or playdoh videos (in which people create aretfacts using playdoh), which are very popular genres for
this age group (Marsh, 2015), was a stimulus for their own unboxing/ playdoh play.
In addition, some of the children owned augmented reality apps that specifically fostered a relation between digitial
and non-digital artefacts. One of the augmented reality apps used at home was a Furby, a small furry toy that is
linked to an app. The app can be used to interact with the Furby, such as feeding it, or taking it to the toilet. Amy used
the ‘Go Pro’ chestcam to film herself playing with the app and the Furby for an extended period, and the resultant
play moved beyond both the toy and the app to include flights of fantasy, resulting in imaginative play that was
located both in the physical world and the virtual – the app, and Amy’s imagination. Amy also incorporated a Paws
Patrol app into extended periods of imaginative play in which she integrated physical toys into the play with the app.
This is one of the features of contemporary play that will grow in future through the development of augmented
reality apps.
2.2.3.3 Summary
The case study data offered insights into some of the key issues raised by the survey data. In most cases, it
confirmed the survey data, such as the data relating to favourite apps, and the way in which tablet use changes
across a typical day. However, the case study data led to a questioning of the survey data in relation to co-use. It was
clear from the case studies that the most frequent role for parents was that of supervision, with co-use being
deployed for introducing children to new apps and supporting their engagement when the child wanted that.
However, for much of the time, children appeared to prefer independent use and actively resisted parental
intervention. Therefore, this points to the way in which the question in the survey may have been interpreted by
parents to include both co-use and close supervision.
The findings from the case studies confirmed that apps can promote play and creativity in a wide range of ways,
subject to the design of the app and the individual child’s preferences. As some children are more disposed to
engaging in playful and creative activities than others, it would not be reasonable to suggest that apps are solely
responsible for promoting these characteristics. However, across all the case study families, there were rich
examples of play and creativity and the use of apps and tablets appeared to be embedded into the playworlds of
the children. Whilst there was evidence of play on other platforms/ hardware such as Nintendo DS and the X-Box,
the tablet was the dominant screen in the children’s game play lives.
30
Technology and Play
2.3 Phase three: Observations of app use in school
2.3.1 Analysis of the use of apps
In this phase, the top ten apps identified in the Phase One survey were analysed in terms of how far they promoted
play and creativity, in addition to six augmented reality apps. The augmented reality apps were chosen to ensure
they included a range in terms of type (e.g. educational, creative, game, story book). The apps outlined below were
analysed:
Top ten apps
Augmented Reality Apps
1. YouTube
1. AR Flashcards
2. CBeebies apps (Playtime and Storytime)
2. Aurasma
3. Peppa Pig Draw
3. ColAR
4. Angry Birds
4.Mattel Apptivity (fishing game)
5. Minecraft
5. Meet the Animals
6. Temple Run
6. Squigglefish
7. Talking Tom
8. Disney apps (Imagicademy and Frozen)
9. Toca Boca apps (Toca Doctor and Toca Nature)
10. Candy Crush Saga
C-Q7. Please write your child’s favourite five apps at this moment in time? (Base 2000)
The types of play and creativity that were promoted by each app are outlined in Table 7.
Table 7: Types of play and creativity fostered by apps
Top Ten apps*
Types of play the app promoted
(based on Hughes’ (2002) play types)
YouTube
Play was not observed when children
were viewing videos in school. However,
communication play, imaginative play
and role play in the home was linked
to video viewing on YouTube.
Types of creativity/ creative thinking
the app promoted (based on the
ACCT Framework, Robson, 2014)
Creativity and creative thinking not
observed when children were viewing
videos in school (other than E3:Knowing
what you want to do). However, creative
activities in the home were linked to video
viewing, such as singing,
dancing and making playdoh models.
Creativity:
Drawing
Making sounds
CBeebies Playtime
4. Social play
5. Creative play
6. Communication play
8. (Virtual) Locomotor play
10. Exploratory play
12. Imaginative play
14. Object play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I1: Trying out ideas
I2: Analysing ideas
I3: Speculating
I4: Involving others
P1: Persisting
P3: Completing challenges
31
Survey Findings
Top Ten apps*
Types of play the app promoted
Types of creativity/creative
thinking the app promoted
Creative Thinking:
CBeebies Storytime
6. Communication play
10. Exploratory play
14. Object play
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
Creative Thinking:
Angry Birds
14. Object play
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
P1: Persisting
Creative Thinking:
Talking Tom
10. Exploratory play
12. Imaginative play
14. Object play
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I2: Analysing ideas
I4: Involving others
Creativity:
Peppa’s Paintbox
05. Creative play
10. Exploratory play
14. Object play
Drawing
Painting
Printing
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
I1: Trying out ideas
Creative Thinking:
Disney Imagicademy
10. Exploratory play
14. Object play
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I2: Analysing ideas
I3: Speculating
P1: Persisting
P3: Completing challenges
Creative Thinking:
Disney Frozen
10. Exploratory play
14. Object play
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
Creativity:
Minecraft
4. Social play
5. Creative play
10. Exploratory play
13. Mastery play
14. Object play
Constructing
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
P1: Persisting
P2: Risk taking
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Technology and Play
Top Ten apps*
Types of play the app promoted
Types of creativity/creative
thinking the app promoted
Creative Thinking:
Toca Boca Doctor
10. Exploratory play
14. Object play
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
P3: Completing challenges
Creativity:
Constructing
Toca Boca Nature
5. Creative play
10. Exploratory play
13. Mastery play
14. Object play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I1: Trying out ideas
I3: Speculating
Creative Thinking:
Candy Crush
14. Object play
Temple Run
9. Deep play
14. Object play
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
Creative Thinking:
E2: Engaging in new activity
E3: Knowing what you want to do
P3: Completing challenges
33
Survey Findings
Augmented Reality Apps
AR Flascards
Types of play the app promoted
10. Exploratory play
12. Imaginative play
Types of creativity/creative
thinking the app promoted
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I1: Trying out ideas
I2: Analysing ideas
Creativity:
Drawing
Storytelling
Aurasma
5. Creative play
10. Exploratory play
12. Imaginative play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
P1: Persisting
Creativity:
Colouring pictures
ColAR
Mattel Apptivity (Fishing)
Meet the Animals
5. Creative play
10. Exploratory play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
P1: Persisting
4. Social play
10. Exploratory play
12. Role play
14. Object play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I3: Speculating
I4: Involving others
P1: Persisting
P3: Completing challenges
10. Exploratory Play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I2: Analysing ideas
I3: Speculating
P1: Persisting
Creativity:
Drawing
Storytelling
Squigglefish
5. Creative play
10. Exploratory play
12. Imaginative play
Creative Thinking:
E1: Exploring
E2: Engaging in new activity
E3: Knowing what you want to do
I1: Trying out ideas
I3: Speculating
I4: Involving others
P1: Persisting
* CBeebies, Disney and Toca Boca apps are separated for analysis in this table
34
Technology and Play
2.3.2 Summary
This analysis indicates that engagement with apps promotes a range of types of creativity and creative thinking.
Children created a variety of original texts and artefacts including virtual constructions, drawings, paintings and
stories. In the home, this was extended to photographic slideshows and videos. All of Robson’s (2014) categories of
creative thinking were observed. All but the following six of Hughes’ (2002) play types were observed in the use of
apps in school: 1. Symbolic play; 2. Rough and tumble play; 3. Socio-dramatic play; 7. Dramatic play; 11. Fantasy play;
16. Recapitulative play. However, in observations and discussions in the home, 1. Symbolic play; 3. Socio-dramatic
play and 11. Fantasy play were identified. Rough and tumble play relates to physical contact and whilst there are
virtual replications of this in online play (see Marsh, 2010), this was not observed in this study. Recapitulative play is a
type of play that is difficult to discern and only occurs in specific contexts, so it was of little surprise to the team that it
was not identified in this study.
The CBeebies Playtime app fostered a greater range of types of play and creativity than other apps. It was also the
app that was used for the longest period of time in a single episode and indeed three out of the four longest periods
using apps were episodes of children using CBeebies Playtime. The app does contain a range of games that involve
different kinds of play, whereas some of the other apps offer single-dimension experiences, which may offer one
reason for this pattern. Nevertheless, the long periods of use were normally of one game within the app. It was also
the case that this app contained many of the scaffolding features identified as important in Phase Four of the study.
Angry Birds and Candy Crush Saga offered only limited opportunities for play and creativity and, therefore, cannot
be viewed as presenting high-quality experiences for pre-school children. The augmented reality apps fostered
exploratory and imaginative play and, thus, demonstrated potential for future use with pre-school children.
There was a range of evidence, therefore, that suggested that apps of appropriate quality and design promoted a
wide range of play and creativity for pre-schoolers. However, as was the case in the case-studies, one factor that
needs to be taken into account is the characteristics of the children themselves, with some more likely to engage in
playful and creative behaviours than others. Nevertheless, all of the children exhibited such behaviours to a greater
or lesser extent, and different children were recorded using the same apps, and it was, therefore, possible to judge
how far the apps themselves played a role in these activities. This was the subject of the final phase of the study.
2.4 Phase 4: Analysis of apps
The data from the phases of the project outlined above informed the development of a series of observations on the
ways that the apps limited play and creativity and the ways that they promoted play and creativity. These
observations enabled the development of a set of principles that could be used to inform the design of apps for
children from birth to five. It was also felt to be important to identify the features that would be important to consider
in the development of apps for different age groups, given that, usually, few distinctions are made for the age
phases within the 0-5 range yet, developmentally, this is a stage at which children develop rapidly. Thus, the team
developed principles for app design for under 1s, 1-2s, 2-3s, 3-4s and 4-5s. The principles for the design of apps can
be seen in Tables 8 and 9.
Survey Findings
35
Table 8: Characteristics of apps that limit play and creativity
Purpose of app
• Purpose not clear, or the app has too many aims, so children may wander from activity to activity and
then disengage
Overall design features
• Initial entry to the app leads to a home page that is not understandable, so children may not pursue the app
• Home page icon is not visible, so children may use the home button on the tablet and exit the app if they
wish to move from a page in the app
• Tappable areas leave little margin for error, which may cause frustration
• Too many pop-up menus create confusion, so children may exit the app
• There is inconsistency in terms of the demands made on the user (when to swipe, tap and so on), which
may cause confusion
Commercial properties
• In-app advertisements in the form of pop-ups cause frustration and children may then disengage
• Too many barriers to play in the form of the need for in-app purchases cause frustration and children
may then disengage
Supporting (scaffolding) of use
• Too much written text, with limited use of text-to-speech instructions may mean that children are not able
to use apps effectively
• Limited use of the scaffolding techniques outlined in Table 9 below may mean that many children are
unable to use apps effectively
Promotion of play and creativity
• Narrowly-focused apps, which require children to complete tasks that have limited challenge, or have few
opportunities for children to explore and experiment, are less likely to promote play and creativity
• Use of augmented reality features that do little more than animate characters or objects are of limited value,
as children cannot utilise fully the animated features and may disengage.
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Technology and Play
Table 9: Characteristics of apps that promote play and creativity
Purpose of app
• Does not have too many aims
• Purpose clearly articulated to target audience, both within the app store/ website and the app itself
Overall design features
• Use of colour and design features are appropriate for the type of app (n.b. it is not always necessary to use
bright colours for young children, but clearly defined pictures/ signs/ symbols etc. are important)
• Parents should be able to activate and deactivate features which may distract children and thus limit play
and creativity, and also set levels of challenge if appropriate
• Easy navigation, from the moment the app is launched, with audio and/ or visual support to support
navigation through the first stages of the app
• Home page icon always visible on each ‘page’
• Home screen should be not be overly-complex in nature for younger children
• It is helpful for apps that contain lots of aural elements for the volume to be easily adjustable from
within the app
• Arrows used to navigate backwards and forwards
• Navigation signs (arrows etc) placed at the top of screens aimed at under 2s, as they may press them
accidentally if placed at the bottom
• Repeated characters, shapes, colours, signs, movement, music and sounds can be used as cues to
stimulate particular responses
• A consistent approach is utilised in the requirements for the use of touch e.g. particular actions always
require swipes, others taps
• Tappable areas allow for a margin of error
• Pop-up menus are limited
• It is possible to personalise and customise where possible e.g. in terms of spoken voice, linguistic, cultural
and social content
Commercial properties
• No in-app, pop-up adverts
• Limited or no use of banner adverts
• In-app purchases limited
Supporting (scaffolding) of use
• Developmentally appropriate – e.g. little or no text support should be used for pre-schoolers
• There should be opportunities for adults to adjust the scaffolding techniques used e.g. turning off some cues
and prompts when relevant skills are mastered and the app becomes more familiar
• Text-to-speech instructions and comments used where necessary
• Spoken instructions should be given at a speed which will enable comprehension, and instructions need to
be phrased in a developmentally appropriate way
• Objects/ signs are animated or highlighted (visually, aurally) in order to signal that they can/ should be touched
Survey Findings
37
• Modelling of responses used where appropriate, or support provided if children do not respond as desired
e.g. by using moving arrows to signal that a swipe should be used
• Use of pauses to allow children to think about their response
• Repetition of instructions if child does not respond
• Word highlights are useful in apps that include text-to-speech sentences and phrases to be read
• Use of upper and lower case letters is consistent with use in pre-school/ school
• Positive feedback and rewards for effort used to enhance motivation where appropriate (e.g. badges,
characters cheering and clapping and so on). Not all apps require such rewards, as play is intrinsically
motivated, and they should not be over-used
• Voice reinforcement (i.e. recognition) of children’s input where relevant e.g. “You pressed the red square,
well done!” It should be possible for adults to turn this feature off if it is not felt to be of value because the
child has used the app frequently
• Use of prompt questions to promote relection on actions/ progress
Promotion of play and creativity
• Open-ended apps, which enable children to experiment for themselves and focus on the process rather
than an end product, are more likely to promote play and creativity
• Apps that embed problem solving, critical thinking and abstract reasoning activities are more likely to
promote creativity
• Apps can embed prompt questions/ statements to promote play, exploration and/ or experimentation with
the app’s resources
• Apps that stimulate children to ask questions and/ or set challenges can promote creative thinking
• Apps that foster co-production of content (with peers or adults) can promote play and creativity
• Imaginative use of the tablet itself or the properties of the tablet may enable children to become more
involved in the app e.g. through inserting their own photograph or voice, tilting the tablet to move visual
material, blowing into the microphone to move visual material and so on
• Apps can promote play by linking ofline and online activities e.g. a physical doll or car that trigger activities
in the app, but these need to be meaningful and engaging activities, otherwise the initial engagement may
quickly wear off
• Apps may also promote physical activity in playful and creative ways, by linking online activities/ games/
rewards to offline physical movements or tasks.
• Apps may promote play with ofline, non-digital playthings
• The use of augmented reality techniques can stimulate children’s imagination as characters are ‘brought to
life’, but the apps need to enable creative use of such features, such as linking animated characters to
further activities e.g. storytelling
In Table 10, the successful features of apps for each age group addressed in our study are outlined, based on an
analysis of apps and observations of children using them. Again, this is not to suggest that apps should include
all of these features. In addition, children progress at individual rates and, therefore, some children may find apps
easier or harder to use than others.
38
Technology and Play
Table 10: Features of apps for different age groups
Target age group
Successful features of apps
• As parents will primarily be navigating these apps, and may not have engaged children previously in the
use of tablets, then support and guidance on use should be offered.
• The apps should not be too ‘busy’ – having one or two clear functions is suficient for this age group, with
functions that do allow for multiple possibilities and potential for creativity
• Apps that enable and encourage parents to join in, for example with singing, would be useful. Apps could
feature unaccompanied musical performances, or naturalistic ones, or ones in which pitch and speed can
be easily altered to match the vocal range of parent
Apps for under 1s
• Apps should promote sensory play e.g. sound, vision and touch are the primary features for this age group
• Young babies are attracted to large shapes, distinct patterns, use of contrasts (e.g. black and white)
• Audio should be used to support visual and animated elements, not detract from them, and vice versa
• Apps for this age group that foster listening and vocalisation are of value
• Interactive features should promote understanding of cause and effect e.g. if the child touches a certain spot,
something happens (and actions should be consistent throughout the app, with a large margin for error)
• Games that mirror ofline games are popular e.g. peekaboo
• Babies enjoy seeing their faces and the faces of those close to them, so features that enable this are
appealing e.g. embedding the use of the tablet camera. Similarly, they enjoy hearing their own and others’
voices and so apps can embed creative uses of the microphone
• Apps that encourage children and parents to name objects are useful for this age group, but care should be
taken to ensure that they do not become monotonous in nature
Apps for 1-2s
• Apps should have some simple, repeating actions which support prediction
• Open-ended apps, which do not require prescribed outcomes, can encourage play and creativity
• Children at this age enjoy apps that relect something of their own daily routines and can support their
engagement in these routines
• Children enjoy seeing and hearing other children in apps e.g. voice-overs
• Apps should stimulate vocalisation and talk where possible, either through the provision of activities
which could foster conversation, or through the use of prompt questions/ statements that promote a
vocal response
• Recall/ recap features should be embedded where appropriate
• Games that mirror ofline games are popular e.g. hide and seek, snap, odd one out, jigsaws
• Interaction with apps is appealing for this age group. This can be achieved through personalisation,
such as enabling children to make noises into the microphone, which are captured and embedded in the
app, or creating a short film to be inserted in the app
• Nursery rhymes, lullabies and popular songs apps are appropriate for this age, but care needs to be taken
to ensure they are appropriate for context (e.g. some aimed at UK children contain American vocabulary)
Survey Findings
39
• Apps should encourage early competencies e.g. swiping, tracing, tapping
• Apps that enable collages/ pictures to made through the use of stamps/ ready-made shapes and so on can
enable children to create images quickly and easily, but they should also have opportunities for more
open-ended mark-making
Apps for 2-3s
• It should be easy for parents to operate control features which offer safeguarding when online
• Text-to-speech, as well as animation, sounds and visual effects, should be used to support independent
operation of apps
• Scaffolding principles outlined in Table 9 should be used to support engagement and learning
• Apps that support co-operation and turn-taking are appropriate for this age group
• Music apps should encourage experimentation and not be overly directive
• Music apps could incorporate auto-recording and playback and should encourage exploration of all
dimensions of music, e.g. rhythm, pitch, timbre, speed, volume, texture.
• Drawing apps should not be limited to colouring in pre-drawn igures/ scenes (although these are enjoyable
for young children) and those that do involve colouring in should not require colours to be contained
within lines
• Apps that aim to promote engagement with sounds and letters should do so in a playful manner and upper
and lower case should be used appropriately (it is not appropriate to only use upper case, for example)
• Early engagement with numbers should occur in a playful context
• Apps that encourage play and creativity through the use of popular characters can be appealing
• Apps can demand more complex competencies e.g. dragging, pinching
• Autosaving features in apps means that creations can be kept if the child (or parent) forgets to do this, or if
play with the app is interrupted partway through
Apps for 3-4s
• Some of the features outlined above are still relevant for this age group
• Apps can promote independent use of tablet features to develop speciic competencies e.g. taking
photographs that then appear in the app
• Apps that link or encourage ofline to online play can be appealing e.g. building models, images of which
can then be uploaded into the app
• More extended games are possible at this age, as children can concentrate for longer periods on apps, but
there need to be a number of levels of challenge to encourage continuity in use
• It is useful for children to be able to pause and resume the app if interrupted
• Drawing apps should embed an undo function, as this encourages review and relection
• Use of features to promote extrinsic motivation are useful for this age e.g. virtual badges and stickers, but
should not be over-used. Apps should be satisfying in their own terms and promote instrinsic motivation.
• Apps that promote a sense of wonder at the world can prompt children to ask questions and think creatively
• Apps that enable the building of worlds are popular for this age group and it should be easy to save
creations in order to return to them
• Role-playing apps enable children to develop skills of empathy and care for others
40
Technology and Play
Apps for 4-5s
• Some of the features outlined above are still relevant for this age group
• Apps that foster solving real world problems e.g. through early mathematical skills or scientiic
understanding, are helpful in both the skills developed and enabling children to see the value/ purpose of
such activities
• ‘Drill and skill’ activities can be embedded in games and puzzles in order to make them more engaging
• Writing and spelling games should not be approached in an overly ‘drill and skill’ manner, as this could
demotivate children at a crucial stage of their early reading and writing development and undermine any
work taking place in nurseries/ schools in this area. Instead, apps can foster creative engagement with
letters and words through meaningful tasks, some of which may be embedded in stories
• Story apps for this age group may promote independent reading through highlighting words as the narrator
says them and enhance comprehension by asking questions. However, in-story features should not distract
the young reader from the narrative structure, or the reading task itself, but should support / enhance these
• Regular opportunities for feedback should be provided throughout apps where relevant, in addition to inal
feedback at the end of the activity
• Apps that enable online social interaction with others should ensure suficient safeguarding features are in
place – children of this age frequently use apps aimed at an older age group, so producers of apps aimed
at over 6s should take the needs of this age group into account also
It is recognised that there is a great deal of controversy with regard to the question of the use of tablets with under
2s. The American Academy of Pediatrics have previously recommended no screen time for under 2s. However, in the
absence of scientific evidence that would suggest the need for a complete prohibition of the use of screens for under
2s, the project team is of the view that tablets are appropriate for this age group if use is limited in nature and takes
the form of co-use with parents. Apps that promote interactivity and are designed specifically for this age range are
best used with this age group. In addition, it was clear from the families’ case studies that YouTube was used
primarily with under 2s for the playing of nursery rhymes and lullabies. This is beneficial if these are the only means
some families may have of accessing such material, which can be productive for children’s language development.
However, the use of tablets for bedtime stories should be viewed with caution, given the evidence about melatonin
suppression caused by lights from screens (Wood et al., 2013). In the Phase One survey, 19% of those who used
tablets after 6pm reported that this use was for reading stories. It is not possible to determine if this use took place
immediately prior to children falling asleep. In addition, whilst most pre-school children appear to use tablets
alongside other digital and non-digital playthings in a balanced way (which correlates with other research of the
media use of slightly older children - see Chaudron et al., 2015), a small minority of parents in the Phase One survey
reported their pre-school children using tablets for more than three hours per day (8.2% of iPad users and 11.4% of
Samsung Galaxy users), which raises questions about appropriate use of media for this group of children. These
data suggest that further public debate with regard to these issues would be beneficial.
Survey Findings
3. Conclusion &
Recommendations
41
42
Technology and Play
3.1 Summary of key findings
This study has identified the ways in which apps used by pre-schoolers may foster play and creativity. The key
findings of the study are summarised briefly in relation to each of the original research questions that underpinned it.
(i) What home access to tablet apps do UK pre-school children currently have and how are they used?
In households that own tablets, children have extensive access to them and 25% of under 3s and 37% of 3-5 year
olds own their own tablets. Others share their use with parents, siblings and other family members. Pre-school
children also have access to tablets outside of the home, largely at the homes of grandparents, other family
members and friends. Children use tablets on a typical day for 1 hour 19 minutes and on a typical weekend day for 1
hour 23 minutes.
Young children enjoy using apps across a range of genres, and their favourite apps allow them to watch videos,
listen to music, play games, draw and paint, play games, create virtual worlds, look after pets, dress up avatars and
engage in role play. Their use differs across the day, with the peak period of use being 4pm – 6pm. Children are
most likely to use tablets in the living room and their use is sometimes linked to non-digital, related items such as
dolls and soft toys. Children like apps that relate to their popular cultural interests across television, films and iconic
characters. Parents report that they are more likely to be using tablets along with children than children using them
on their own (although, based on the case study data, this may take the form of close supervision more often than
simultaneous use).
(ii) How do variables including socio-economic status, age, gender and ethnicity impact on this access and use?
There are age differences across many aspects of tablet use. Older children are more likely to own their own tablets,
as are boys. 27% of boys under 3 and 24% of girls aged under 3 own their own tablets. 40% of boys aged 3-5 and
32% of girls aged 3-5 own their own tablets. The competences developed by children when using the tablet are
age-related, with fewer under-3 year olds able to undertake some of the actions that 3-5 year-olds can do, such as
unlocking tablets and clicking and dragging items. Older children own more apps. Children aged 3-5 are more likely
to use educational apps and particular types of apps such as style creation, obstacles, basic strategy, virtual world
creation and nurture and mimic apps than their younger counterparts.
Gender differences are largely present in relation to app preferences. Girls are more likely than boys to use style
creation, drawing, role play, story and nurture and mimic apps, boys are more likely to use obstacle games apps,
sports apps and creating virtual world apps.
Black and Minority Ethnic (BME) families were more likely than other families to provide tablets for their children. Boys,
older children, children from social class groups C2DE and BME children were more likely to own 11 or more digital
devices than other children. White children in social class groups ABC1 were more likely than other children to own
iPads rather than other types of tablets. Children in social groups C2DE, BME children and boys were more likely than
other children to use more than one screen at a time. BME children are more likely to use social networking apps
than White children.
Socio-economic status impacts on the number of purchased apps that children have access to, with families in social
class group ABC1 purchasing more apps. Given that many free apps contain in-app advertisements and in-app
purchases, this means that children in the families with lower economic capital are the ones most likely to encounter
these features, which often have a negative impact on the quality of game play.
(iii) What are the most popular tablet apps downloaded by UK parents/ caregivers for pre-school children?
The most popular apps are: YouTube, CBeebies (general apps), Angry Birds, Peppa’s Paintbox, Talking Tom (and
similar), Temple Run, Minecraft, Disney (general apps), Candy Crush Saga and Toca Boca (general apps).
(iv) How far does children’s use of selected popular apps promote play and creativity?
The majority of apps outlined in (iii) promoted creativity and play, although the extent to which they did that differed
according to the design of the app. All but two of Hughes’ (2002) 16 play types were identified in children’s play with
apps across the school and homes, and all of the 10 elements of the ACCT framework (Robson, 2014) were observed
in app use. The apps that were most successful at promoting play and creativity were apps designed specifically for
this age group. Some of the apps (e.g. Angry Birds and Candy Crush Saga) did not promote a wide range of play
and creativity. Temple Run offered limited play opportunities, but provided a sense of excitement as virtual monkeys,
Survey Findings
43
accompanied by music and sounds, chased the user’s avatar. Talking Tom did offer opportunities for play and
creativity, but very often, play sessions were interrupted by pop-up adverts and the encouragement for in-app
purchases. Minecraft was only successfully used to promote play and creativity once children knew how to use it. As
it contains no in-app help or scaffolding, it is not appropriate for children to first use this app on their own. YouTube
fostered a range of non-digital play and creativity. CBeebies, Disney, Peppa’s Paintbox and Toca Boca apps were all
found to be appropriate for this age group and promoted a range of types of play and creativity.
(v) How far do selected augmented reality apps promote play and creativity?
The augmented reality apps selected for study in Phase Three of this study were successful in promoting play and
creativity, although there was a difference in quality of the play that arose from engagement in the different apps. For
example, play with the Mattel Apptivity fishing game app was limited, with the physical plastic fishing rods
interacting with the surface of the tablet to enable the players to catch fish. It was, therefore, played very much like a
board game, with the added benefit of the digital fish being moved to player’s digital nets. In contrast, the Aurasma
app enabled children to produce their own video stories and drawings and relate these together, thus offering more
open-ended opportunities for play.
(vi) What are the affordances of tablet apps that effectively promote pre-school children’s play and creativity?
The most successful apps in terms of promoting play and creativity were well-designed, embedding many of the
features outlined in Table 9 of this report. They offered appropriate scaffolding for this age group and fostered
autonomy and independence. Open-ended apps that enabled a range of outcomes did not close down activity, but
prompted creative and exploratory play. Whilst drawing, music, construction, nurture and role play apps particularly
fostered play and creativity, more narrowly focused gaming apps also did so, although the more narrow the aims of
the game, the less frequently creative thinking could be discerned. Children also played creatively with apps in ways
not intended by the app producers.
(vii) What are the affordances of augmented reality apps that effectively promote pre-school children’s play
and creativity?
The augmented reality apps that fostered storytelling and open-ended creative play were more successful than the
augmented reality apps that simply created 3D images of 2D pictures and did not enable children to do any more
with these images. In addition, apps that were related to soft toys/ dolls/ robots and which could enable children to
control, feed and nurture these toys were successful in promoting imaginative play.
These findings raise the question of whether young children should use only age-specific apps, that is, apps that
have been designed for pre-schoolers. Five of the top ten apps were created for young children (CBeebies, Disney,
Peppa’s Paintbox, Talking Tom, Toca Boca) and these apps promoted a range of types of play and creativity (although
the in-app advertising in Talking Tom deterred some children’s play). The other five apps in the top ten were created
for an older market, but have been appropriated by young children. Appropriate use was found to be possible in
YouTube, because children and parents are able to create favourite lists of age-appropriate videos, and in Minecraft,
because children can create worlds, albeit once they have been taught how to use the app (it is not intuitive for
young children). However, the remaining three apps in the top ten were not created for a pre-school audience Angry Birds, Candy Crush Saga and Temple Run. Some pre-school children were able to complete the early stages
of these gaming apps, however overall the range of play and creative thinking skills they promote are limited and
their value for this age group is thus questionable, other than they facilitate a sense of proficiency if children are able
to complete beginning levels. Temple Run was easier for young children to complete than the other two. We would
suggest that Candy Crush Saga is particularly limited, as children were largely unable to use the app as intended
and simply moved sweets about in a random fashion. It was difficult to discern any positive outcome of preschoolers playing this game, other than playing it enables young children to feel as if they are participating in a
family practice (as their older siblings and parents may use it). However, children are not likely to spend very long
using the app (based on our observations) and therefore our concerns are limited in nature. Notwithstanding the
sensible choices many parents are making with regard to their children’s use of apps, there is a need for greater
guidance, as requested by parents themselves, and this forms part of our recommendations.
Augmented reality apps were found to have potential in relation to their promotion of a range of types of play and
creativity. However, such potential depended on the design of the apps in terms of the way in which they enabled
prolonged use. Simply bringing characters to life, whilst novel, did not lead to extended play, for example. However,
augmented reality apps that enable children to engage in storytelling, narrative comprehension, or creative play do
44
Technology and Play
have potential. In addition, there was evidence from the case studies that toys that have apps which enable children
to control them or embed them in play are enjoyed and used in imaginative ways. The technology is at an early
stage of development, but this area appears to offer important opportunities to promote young children’s play and
creativity and deserves further investment by companies interested in the children’s market in the future.
Finally, the project was able to identify a range of features of apps that promoted play and creativity, and some that
limited play and creativity. It is important for app developers to inform their creation of products through careful
attention to young children’s responses to the apps. That would appear to be self-evident, but it is not the case
across all products. For example, we observed a young child attempting to complete a jigsaw of an elephant on
screen but because he was not able to align the virtual edges exactly, even after several attempts, he gave up.
Including just a small margin of error (of less than a millimetre) would have enabled the child to complete the jigsaw
whilst still promoting the kinds of skills the jigsaw app producers had in mind when they designed the app. This is
just one instance; there were many examples of ways in which apps could be improved to enhance the experience
for young children. Those top-ten favourite apps that are well-designed for this age group (e.g. CBeebies apps,
Disney Imagicademy, Toca Boca) embedded appropriate scaffolding and fostered independent use. This is also true
of other apps which did not feature in the top ten, but which embed age-appropriate principles. There is also further
attention to be paid to the way in which apps are created for particular age groups. For example, whilst some apps
are advertised as relevant for pre-schoolers, the developmental differences between 3- and 5-year old children
mean that some apps are not effectively designed to bridge this gap. The needs of specific age ranges within the
pre-school bracket needs consideration, whilst acknowledging that children differ and there is no universal rate of
development.
3.2 Significance of the study
The study makes a contribution to the field in a number of ways. First, it provides knowledge about the ways in which
young children’s use of apps may promote, or limit, play and creativity. It offers a set of clear criteria for selecting
high-quality apps for this age group, which is based on rigorous evidence gained from extensive analysis of video
and interview data. This has important implications for pre-school practice, in addition to offering useful guidance for
parents and app developers.
Second, the study offers an insight into the use of tablets by 0-3 year-olds. This is an under-researched area and the
data therefore contributes to the development of insights into how under 3s are inducted into the use of tablets and
the types of apps with which they engage.
Third, the project makes a contribution to methodology in this field in that it explored the use of ‘Go Pro’ chestcams
with pre-school children to record their own play with tablets in the home. Inevitably, there were both advantages
and disadvantages in the use of such equipment. Advantages included having an embodied view of children’s play
with apps and related toys, which would not have been possible from any other method. In addition, it enabled
children to be actively involved in data collection in a way which did not limit their play with apps, which would not
have been the case had they been asked to film using other types of cameras. Disadvantages relate primarily to the
lack of control the research team had over the material collected. Some of the time, the ‘Go-Pro’ chestcam was not
pointing at the tablet screen and so a close analysis of the affordances of the app for play was not possible. In
addition, the chestcam was not recommended for use by children under 3 and so we could only offer them for use
to three of the families in the study. Similar cameras need to be developed for safe use with under-3s.
Fourth, the study makes a contribution to an understanding of the way in which applied research might benefit from
being undertaken using a co-production model with university, school and industry partners. This study was funded
by the UK’s Economic and Social Research Council (ESRC) as part of its Knowledge Exchange programme. It was felt
to be important to work with the children’s media industry, given that one of our goals was to facilitate the production
of better quality apps for children that would, in time, enhance their play experiences, as well as inform educational
use of apps in pre-school settings. Martin (2010) refers to practitioners on a continuum from research informants, to
endorsers, recipients, commissioners and co-researchers and the roles of our project partners varied throughout its
duration and depending on how they perceived their involvement. Although negotiations over intellectual property,
commercial sensitivities and competing priorities can present challenges in working with non-academic partners,
the exchange of knowledge proved to be enriching for all partners and ensured that the research had value well
beyond its impact in the academy. The partnership enabled each professional to bring his or her knowledge and
expertise to the work of identifying ways in which apps can promote play, creativity and learning for pre-schoolers.
However, such partnerships are not without tensions. There is a need to be very explicit about the roles and
responsibilities of each party, or what Nutley refers to as ‘clear boundary maintenance’ (2010, 264). Nevertheless,
such collaborative projects can ensure that the impact of the research can be disseminated beyond the school, or
set of schools, involved in such projects.
Survey Findings
45
The value of this particular project is that it impacts on a range of stakeholders beyond the partners involved in the
project. Creating visible outputs in the public domain on completion of the project was a condition of funding: the
project has created a website that provides valuable data on patterns of app use and purchase as well as design
features of apps that both hinder and support play and creativity for children between birth and five. Guidelines for
the use of tablets in schools and early years settings have been produced and will be promoted through teacher
networks and associations. Detailed guidance for the production of high quality apps for pre-schoolers has been
developed and disseminated to the wider children’s media industry. Uniquely, the project has also led to the
development of design considerations for desirable features of apps for five age ranges, from the under ones to
four- and five-year olds. National and international dissemination of guidance for parents and caregivers on
choosing and using apps that promote play and creativity has been made possible through the involvement in the
study of the national public broadcaster. The partnership, therefore, has enabled the objectives to be met in ways
that would not have been possible without the use of a co-produced model of research.
46
Technology and Play
3.3 Recommendations
The study has led to a number of findings that require further action in the years ahead. The following
recommendations are made:
1. Parents and carers would benefit from more extensive guidance on the type of apps that are appropriate for the
promotion of play and creativity for pre-school children, given their importance for early development and
learning. This guidance could be provided by parents’ organisations, pre-school organisations and/ or early
years settings on an ongoing basis, depending on them receiving the necessary funding and support to do this.
2. Parents would benefit from information about how to promote playful and creative uses of apps by pre-school
children, both through co-use and through the juxtaposition of apps with toys and stories.
3. Policy-makers should attend to the need for government support for guidance on supporting pre-school
children’s digital learning, including use of apps and tablets.
4. Further public discourse with regard to safe and appropriate use of tablets for pre-schoolers needs to be
undertaken, with the recognition that the majority of parents manage their children’s use effectively, whilst a
minority of parents would benefit from further dialogue and reflection about the issues.
5. The work of app producers who develop apps for the pre-school market should be informed by those design
aspects of apps that promote play and creativity for pre-school children.
6. All early years settings and schools should enable children to access tablets in order that children do not have
access to them at home are able to develop relevant skills and knowledge.
7. Further guidance on how to use tablets and how to choose apps that promote play and creativity for pre-school
children should be developed for early years practitioners. This guidance could be circulated by key
organisations for this professional group.
8. Given the extent to which technology is a key part of young children’s lives from birth, further work needs to be
done to ensure that all professionals who engage in work with young children and their families (e.g. health
vistors, child psychologists) are appropriately trained and informed by research.
9. Further research needs to be undertaken in a number of areas. First, research is required into the ways in which
children under three access digital technologies and develop related skills and knowledge, given the very limited
research in this area. This study has provided information about under-3s and use of tablet apps, but it has not
been possible to trace children’s trajectories of use over time so that an understanding can be developed, for
example, of when certain skills are developed and how they can be supported. Second, further understanding is
required of how children acquire skills with tablets and how far this is dependent upon adult mediation. Third,
the commercial aspects of app use by pre-schoolers needs further consideration. Some children, for example,
made inadvertent in-app purchases, and in-app advertising limited play and creativity. The extent to which
children and parents understand and can navigate this commercial landscape needs to be the subject of
additional investigation. Finally, further research is needed on matters with regard to online safety for preschoolers, given the study has demonstrated that they do access online sites and that this is not always
supervised closely by all parents.
10. This study provided evidence that augmented reality apps can promote play and creativity. Children move across
the online/ offline, ‘real’ and virtual, digital and non-digital boundaries with ease. As new technologies in this
area emerge, further research needs to examine the implications for children’s play and creativity and it would
be beneficial for this research to be conducted by academic and media industry partners, given the knowledge
and skills each party could bring to the collective endeavor.
Acknowledgement
This project was funded by the Economic and Social Research Council (Grant Number: ES/M006409/1)
Survey Findings
47
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Survey Findings
Appendix 1
Project Partners
Professor Jackie Marsh, University of Sheffield, Principal Investigator
Professor Lydia Plowman, University of Edinburgh, Co- Investigator
Dr Dylan Yamada-Rice, University of Sheffield, Co- Investigator
Dr Julia Bishop, University of Sheffield, Research Associate
Jamal Lahmar, University of Sheffield, Research Associate
Andrew Davenport, Founder and Creative Director, Foundling Bird
Simon Davis, Research and Digital Analytics Executive, Dubit
Katie French, Head of Audiences Children’s and Learning, BBC (CBeebies Representative)
Maddalena Piras, Head of Audiences, North, BBC
Peter Robinson, Global Head of Research, Dubit
Peter Winter, Monteney Primary School, Sheffield
Advisory Board Members
Professor Elizabeth Wood, University of Sheffield
Chair, British Educational Research Association: Early Years SIG
Greg Childs, Children’s Media Foundation
Jo Armistead, Early Education
Dr Jane Payler, TACTYC
Professor Cathy Burnett, Dr Julia Davies and Lynda Graham, United Kingdom Literacy Association
49
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Technology and Play
Appendix 2 – Hughes’ (2002) Play Types (adapted for this project)
Play Type
Hughes’ definition
Adapted for this project
1. Symbolic play
Occurs when children use an object to
stand for another object e.g. a stick
becomes a horse
Occurs when children use a virtual object to stand
for another object e.g. an avatar’s shoe becomes a
wand.
2. Rough and tumble play
When children are in physical contact
during play, but there is no violence.
Energetic play.
Virtual rough and tumble play - Occurs when
avatars that represent users in a digital environment
touch each other playfully e.g. bumping each other.
3. Socio-dramatic play
The enactment of real-life scenarios that are
based on personal experiences e.g. playing
house, going shopping.
The enactment of real-life scenarios in a digital
environment that are based on personal
experiences e.g. playing house, going shopping.
This could take place through play with avatars, or
imagining that an on-screen virtual character is
involved in such play off-screen.
4. Social play
Play during which rules for social interaction
are constructed and employed.
Play in a digital context during which rules for social
interaction are constructed
and employed.
5. Creative play
Play that enables children to explore,
develop ideas, make things.
Play that enables children to explore, develop ideas,
make things in a digital context.
6. Communication play
Play using words, songs, rhymes,
poetry etc.
Play using words, songs, rhymes, poetry etc.in a
digital context. Can include text messages,
multimodal communication and so on.
7. Dramatic play
Play that dramatises events in which
children have not directly participated
e.g. TV shows.
Play in a digital context that dramatises events in
which children have not directly participated e.g. TV
shows. This could take place through play with
avatars, or in chat rooms etc.
8. Locomotor play
Play which involves movement e.g. chase,
hide and seek.
Virtual locomotor play - Play in a digital context
which involves movement e.g. child my play hide
and seek with others in a virtual world.
9. Deep play
Play in which children encounter risky
experiences, or feel as though they have to
fight for survival.
Play in digital contexts in which children encounter
risky experiences, or feel as though they have to
fight for survival.
10. Exploratory play
Play in which children explore objects,
spaces etc through the senses in order to
find out information, or explore possibilities.
Play in a digital context in which children explore
objects, spaces etc through the senses in order to
find out information, or explore possibilities.
11. Fantasy play
Play in which children can take on roles that
would not occur in real life e.g. be a
superhero.
Play in a digital context in which children can take
on roles that would not occur in real life e.g. be a
superhero. This could be through the use of an
avatar, but also they could take on a character
off-screen as they engage in on-screen activities in
the fantasy scenario.
12. Imaginative play
Play in which children pretend that things
are otherwise.
Play in a digital context in which children pretend
that things are otherwise.
13. Mastery play
Play in which children attempt to gain
control of environments e.g. building dens.
Play in digital contexts which children attempt to
gain control of environments e.g. creating a virtual
world.
14. Object play
Play in which children explore objects
through touch and vision. They may play
with the objects.
Play in which children explore virtual objects through
vision and touch through the screen or mouse. They
may play with the virtual objects.
15. Role play
Play in which children might take on a role,
but not one that could be part of sociodramatic play in which roles are more
personal/ domestic.
Play in a digital context in which children might take
on a role, but not one that could be part of
socio-dramatic play in which roles are more
personal/ domestic. This could be through the use
of an avatar, but also they could take on a role
themselves as they engage in on-screen activities.
16. Recapitulative play
Play in which children might explore history,
rituals, myths. Children may access play of
earlier human evolutionary stages.
Play in a digital context in which children might
explore history, rituals, myths. Children may access
play of earlier human evolutionary stages.
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Survey Findings
Appendix 3: The Analysing Children’s Creative Thinking (ACCT) Framework (Robson, 2014).
Category
Operational Definition
Example
E1: Exploring
Child is keen to explore, and/or shows
interest in the potential of a material or
activity.
J is trying out buttons on the keyboard, causing a
rhythm to play. He plays individual notes with
alternate hands, smiling and watching carefully as
he makes a note pattern.
E2: Engaging in new activity
Child is interested in becoming involved in
an activity and taking an idea forward. The
activity could be of his/her own choice or
suggested by another child or adult.
A approaches a Table covered in paint, where
previous children have been working. She picks up a
piece of paper from a pile and lays it on the Table.
Turning it over she spreads the paint that is now
printed on it with her fingers.
E3: Knowing what you want to do
Child shows enjoyment or curiosity when
choosing to engage in an activity.
K and adult A are standing at the woodwork bench.
K has chosen a piece of wood, which he holds. He
points to the back of the bench: ‘In there.’.
I1: Trying out ideas
Child shows evidence of novel ways of
looking and planning: uses prior knowledge
or acquires new knowledge to imagine
and/or hypothesise, or to show flexibility
and originality in his/her thinking.
A is in the block area. She picks up 3 semi-circular
blocks and lays two of them on the floor to form a
circle, which she later calls a ‘cheese’. She then puts
one foot on each block and ‘skates’ across the
carpet on them.
I2: Analysing ideas
Child shows either verbal or behavioural
evidence of weighing up his/her idea, and
deciding whether or not to pursue it.
R, N and K are building a tunnel from construction
pieces. R watches as N and K build a cuboid, N puts
a piece in front of the open end.
E: Exploration
I: Involvement &Enjoyment
R: ‘No, they won’t be able to get out.’
I3: Speculating
Child makes a speculative statement or
asks a question of him/herself, or of other
children or adults, relating to the activity.
H is outside, looking at herbs in the garden with
adult J. H points to a herb and says ‘Yes, but why is
this spiky?’
I4: Involving others
Child engages with one or more children or
adults to develop an idea or activity: may
articulate an idea, seek to persuade others,
or show receptivity to the ideas of others.
A, J and C are playing a ‘Father Christmas’ game in
the block area.
A: ‘I’m Rudolph.’
J: ‘And he’s Rudolph too....No, he...you can be... C:
(to A) ‘You Comet, you be.’
A: (to C) ‘Why don’t you be Comet? C: ‘No, I’m
Donner.’
P: Persistence
P1: Persisting
Child shows resilience, and maintains
involvement in an activity in the face of
difficulty, challenge or uncertainty. He/she
tolerates ambiguity.
In the sandpit E has been filling a large tube with dry
sand. He picks up the tube and goes to fill the
hopper on a nearby toy lorry, but the sand runs out
of the end of the tube. He looks up, smiles, but does
not break his concentration, but instead uses his
hands to fill the hopper.
P2: Risk taking
Child displays a willingness to take risks,
and to learn from mistakes.
M is at the clay. She tries to fill a bottle by inverting it
in to a full cup of water, but this causes the water to
flow out on to the Table. She abandons this and
pours water straight from the cup onto the clay.
P3: Completing challenges
Child shows a sense of self- efficacy,
self-belief and pleasure in achievement:
shows conscious awareness of his/her own
thinking.
M has been at the mark-making Table, using felt tip
pens and paper. He finishes his drawing.
M: ‘I’ve finished’ (smiling).
Adult: Mm.
M pats the paper and nods, then picks up the pen
and makes a large ‘M’ in the bottom right corner.
‘That’s my Muh.’ (He continues to write the other
letter of his name.) ‘I did it, I writ may name myself.’
52
Appendix 4 – Survey Questions
Qa. How old are you?
Qb. Gender, are you?
Male
Female
Qc. Which of these best describes your ethnic group?
- White (This includes all White backgrounds)
- White and Black Caribbean
- White and Black African
- White and Asian
- Any other mixed background
- Indian
- Pakistani
- Bangladeshi
- Any other Asian background
- Caribbean
- African
- Any other Black Background
- Chinese
- Prefer not to tell
- Any Other (please specify)
Qd. Which region of the UK do you live in?
London
South and South East England (including Channel Islands)
West and South West England
West Midlands
East Midlands
East Anglia
Yorkshire and Lincolnshire
North West England/Isle of Man
North East England
Scotland
Northern Ireland
Wales
Not in UK
Technology and Play
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Survey Findings
Qe. Which one of the following options best describes the sort of work that the chief income
earner in your household does?
Professional or higher managerial/technical
Manager or senior administrator
Junior manager
Non-managerial
Foreman or supervisor of other workers
Skilled manual work
Semi-skilled or unskilled manual work
Student
In receipt of job seekers allowance
Other
Not Applicable
Qg. How many children do you have in the household of the following ages
Less than
1 year
1 year
old
2 years
old
3 years
old
4 years
old
5 years
old
6 years
old
7
years old
8
years old
9
years old
10
years old
11
years old
12
years old
13
years old
14
years old
15
years old
16
years old
17
years old
18
years old
None
exclusive
Boy
Girl
Boy
Girl
Boy
Girl
Qh. Which of the following devices does your children make use of?
Tablet (IF NOT SELECTED PLEASE THANK AND CLOSE)
Mobile phone
Games console
Smart TV
Children’s tablet e.g. LeapPad
None
Qi. We would like you to complete this survey on behalf of one of your children. Please choose
which child you would like to complete the survey for.
Please note this child should be no older than 5 years 0 months and have access to a tablet device (state if more
than one child in house) Please state their exact age in years and months below.
54
Technology and Play
Section A: Use of Electronic Devices
The following questions relate to the type of electronic devices your child has access to, how they use these devices
and the amount of time in a week they typically spend using them.
A-Q1. Which of these devices does your child have access to?
TV
Tablet Computer
Smartphone
Console
iPad tablet computer
4
Samsung Galaxy Tab
5
Microsoft Surface
6
Amazon Fire
7
Kindle Fire
8
Tesco Hudl
9
Other tablet computer
10
iPhone
11
Samsung Galaxy
12
HTC
13
Nokia
14
Sony
15
Other Smartphone
16
Xbox (including Kinnect)
17
Playstation
18
Ninendo Wii (including WiiU)
6 - We have one in the household but
they do not have access to it
3
5 No - we don’t have one AND do NOT
expect to get one in the near future
A television set connected to the internet (Sometimes
known as Smart TV or connected TV)
4. No - we don’t have one but we do
expect to get one
1
3. Yes – there is one elsewhere (e.g.
grandparents’ home) which
Standard TV Set
2. Yes - have one in the household
which they can use
1. Yes - have one of their own
1
55
Handheld
Survey Findings
19
PSP
20
Nintendo DS
21
PC or Laptop
22
E-Reader (e.g. Kindle, Sony reader or Kobo)
23
PVR or Digital Video Recorder (one that allows you to
record and store TV programmes or pause ‘live’ TV. (e.g.
TiVo or Sky+)
24
DVD Recorder
25
BluRay
26
Digital Radio or DAB Radio
27
Portable Media Player like an iPod Touch or Archos – that
can be used to access the internet
28
Tablet computer specifically for children e.g. LeapPad 2,
VTech Innotab or Kurio 7
29
MP3 player / iPod used to play music
A-Q2. You have indicated that your child can access the following devices elsewhere. For each
device listed please indicate where your child accesses it.
99. None of these
8. At a child minder’s house
7. At nursery, early years, playschool
6. At school
5. In an after school / breakfast club
4. Out of school group
3. At a friend’s house
2. At another relative’s house
1. At a grandparent’s house
A-Q3. On a normal weekday, how much time does your child spend using the devices they have
access to?
10. More than 9 hours
9. Between 8 and 9 hours
8. Between 6 and 7 hours
7. Between 5 and 6 hours
6. Between 4 and 5 hours
5. Between 3 and 4 hours
4. Between 2 and 3 hours
3. Between 1 and 2 hours
2. 31-60 minutes
1. Less than 30 minutes
56
Technology and Play
A-Q4. On a normal weekend day, how much time does your child spend using the devices they
have access to?
10. More than 9 hours
9. Between 8 and 9 hours
8. Between 6 and 7 hours
7. Between 5 and 6 hours
6. Between 4 and 5 hours
5. Between 3 and 4 hours
4. Between 2 and 3 hours
3. Between 1 and 2 hours
2. 31-60 minutes
1. Less than 30 minutes
A-Q5. Thinking about the tablet your child has access to, how long has your child been using a
tablet computer?
1.
2.
3.
4.
5.
6.
Less that 3 months
Between 4 and 6 months
Between 6 months and 1 year
About 1 year
About 2 years
About 3 years
7. More than 3 years
A-Q6. Which of the following types of app does your child use?
1. On a smartphone
1. Learning (e.g. matching
shapes, learning
numbers/letters/words/
animal names etc)
2. Social Networking
(e.g. What’s App)
3. Style Creation
(e.g. Stardoll, Fashion Icon)
4. Escape and Obstacles
(e.g. temple run)
5. Sports (e.g. FIFA, Flick
Kick Rugby, Tiger Woods)
6. Basic Strategy
(e.g. Angry Birds)
7. Creating virtual worlds
(e.g. Minecraft)
8. Nurture and mimics
(e.g. My Horse, Talking
Tom, Pou, Toca Pet Doctor)
9. Audio play/ musical
play/ (e.g. nursery rhymes,
keyboards)
10. Visual play/ drawing/
colouring in (e.g. Draw;
Faces iMake HD)
2. On a tablet
computer
Do not use this type
of app
Survey Findings
A-Q7. Which of the following activities does your child use a tablet for?
1.
Drawing and painting
2.
Colouring in
3.
Making collages
4.
Making videos
5.
Taking photographs
6.
Other creative activities
7.
Watching video
8.
Reading stories
9.
Play with/use apps for gaming
10. Play with/use apps for social
11. To help learning/education
12. Listen to stories/audio books
13. Listen to music
14. Look at magazines
15. Look at pictures/photos
16. Voice/video communication, e.g. FaceTime/Skype
17. Browsing the internet (looking at websites)
18. Using a search engine (e.g. typing key words into Google and searching)
19. Watching music videos on YouTube
20. Watching videos made by other children on YouTube (e.g. ‘unboxing’ videos)
21. Watching ‘catch-up’ TV
22. Other (please specify)
57
58
Technology and Play
Section B: Tablet usage
B-Q1. At what times of the day does your child use a tablet?
Weekdays
Weekends
1. Before 9am (breakfast time)
1. Before 9am (breakfast time)
2. Between 9am-12noon (mornings)
2. Between 9am-12noon (mornings)
3. Between 12noon and 2pm (lunchtime)
3. Between 12noon and 2pm (lunchtime)
4. Between 2 and 4pm (afternoon)
4. Between 2 and 4pm (afternoon)
5. Between 4 and 6pm (tea/dinner time)
5. Between 4 and 6pm (tea/dinner time)
6. Between 6 and 8pm (evening – before/
around bedtime)
6. Between 6 and 8pm (evening – before/
around bedtime)
7. After 8pm
7. After 8pm
B-Q2a. For each occasion your child uses a tablet computer we would like to know what activities
they use it for at each time
B-Q2b. Where in the house are they most likely to use the device at this time?
1. Kitchen
2. Lounge/Sitting Room
3. Their bedroom / nursery
4. Their brother’s or sister’s bedroom
5. Playroom
6. Somewhere else (please state)
Survey Findings
59
B-Q2c. Who are they typically using the device with?
6. Other adult, e.g. Nursery worker, child minder, school teacher
5. With a friend
4. With another family member
3. With brother(s)/Sister(s)
2. With me or another parent or guardian
1. On their own
B-Q2d. Who makes the decision to use the tablet each time?
1. Me (parent) on my own
2. Mostly my (parent’s) decision
3. Joint decision with my child
4. Mostly my child’s decision
5. Child’s decision
B-Q2e. Which of the following statements are most true when the child is using the tablet at this
time?
1. The tablet is being used as a form of distraction or quiet time, whilst I complete other tasks or relax
2. The tablet is providing a sit-back experience e.g. watching video
3. The tablet is being used to encourage my child to be creative and/or play
4. The tablet is being used as a social device e.g. co-usage with adults or other children
5. The tablet is being used for educational purposes (e.g. learning the alphabet)
6. The tablet is being used for bedtime stories
7. The tablet is being used for other reasons (please state)
B3.How often does your child watch more than one screen at the same time e.g. using a tablet
whilst watching TV
1. All the time
2. Often
3. Occasionally
4. Rarely
5. Never
60
Technology and Play
Section C: Decision making
C-Q1. We would like you to count the number of apps there are which your child uses on the
tablet device they use. (Please enter a whole number only in the box)
C-Q2. Of all the apps that you have downloaded to the tablet device used by your child, please
could you estimate the proportion that you have purchased, subscribed to or paid for through an
in-app purchase?
1. % not paid for
2. % paid for – this could include in-app purchases (such as buying coins or items, sometimes called Freemium),
one off purchases or subscriptions
3. Don’t know
C-Q3. How often do you download new apps for your child to the tablet device used
by your child?
1. Once a day
2. Two or three times a week
3. Once a week
4. Two or three times a month
5. Once a month
6. Once every two or three months
7. Once every six months
8. Less often
9. Never
C-Q4. How often do you delete apps from the tablet device used by your child?
1. Once a day
2. Two or three times a week
3. Once a week
4. Two or three times a month
5. Once a month
6. Once every two or three months
7. Once every six months
8. Less often
9. Never
C-Q5. Of all the different types of apps your child uses, we’d like you to tell us which one(s) are
YOUR favourite(s) and which are THEIR favourite(s)?
61
Survey Findings
1. Parent favourite
1. Learning (e.g. matching
shapes, learning
numbers/letters/words/
animal names etc)
2. Social Networking
(e.g. What’s App)
3. Style Creation
(e.g. Stardoll, Fashion Icon)
4. Escape and Obstacles
(e.g. temple run)
5. Sports (e.g. FIFA, Flick
Kick Rugby, Tiger Woods)
6. Basic Strategy
(e.g. Angry Birds)
7. Creating virtual worlds
(e.g. Minecraft)
8. Nurture and mimics
(e.g. My Horse, Talking
Tom, Pou, Toca Pet Doctor)
9. Audio play/ musical
play/ (e.g. nursery rhymes,
keyboards)
10. Visual play/ drawing/
colouring in (e.g. Draw;
Faces iMake HD)
11. Video apps
(e.g. YouTube)
12. Story apps/ interactive
books (e.g. Nighty Night,
Cinderella)
13. Role play (e.g. Princess
Dress-Up; Pet Shop)
14. Creative production
(e.g. First Camera,
Video Star)
15. Augmented reality
(e.g. Mattel Apptivity apps;
ColAR Mix; AR Flashcards)
2. Child favourite
Do not play
this type of game
62
Technology and Play
C-Q6. Of all the different types of apps you indicated were THEIR favourite(s), we’d like to know
how long on average they’ve been using each type. Using the drop down menu in each box,
please tell us approximately how long they have been using each type of app?
Options
1. A week
2. A month
3. 2 months
4. 3 months
5. 4 months
6. 5 months
7. 6-12 months
8. 1 year
9. 2 years
10. More than 2 years
C-Q7. Please write your child’s favourite five apps at this moment in time?
C-Q8. Thinking of the last app your child discovered, which of these ways influenced the way they
found out about it? Please rank in order of importance if there was more than one influence
1. Through TV adverts
2. Through in-app adverts
3. Through other mobile adverts e.g. text messages
4. At a cinema
5. Through social media
6. Online blogs or forums
7. Online video platforms such as YouTube
8. On other websites
9. In magazines
10. Through friends
11. Through parents
12. Through other adults
13. Through brothers or sisters
14. Through viral videos
15. Through outdoor advertising e.g. billboards, posters
16. Through a celebrity
17. Searching the Apple app store or Google Play
18. General word of mouth
19. Articles in the newspaper
20. Schools/Nursery/Playgroups
99. Other (please specify)
Survey Findings
63
C-Q9. Rank order in importance the following features of apps that you look for when choosing
for your child
1. Educational
2. Fun
3. Easy to use
4. Instructions for parents included
5. Parental controls
6. Colourful/ attractive to look at
7. Games
8. Videos
9. Stories
10. Music/songs
C-Q10. To what extent does your child influence the decision to download an app?
1. All my decision
2. Mostly my decision with some input from my child
3. A joint decision
4. Mostly my child’s decision with some input from me
5. All my child’s decision
C-Q11. What are your motivations for downloading an app/apps for your child?
As a reward for achievement/good behaviour
A gift/present
To support their learning
To encourage play and creativity
To satisfy an interest/passion
Another way to interact with a character from TV, film, book
Prefer them to use apps rather than web browser
They have completed all the other apps they use
64
Technology and Play
C-Q12. What are the main barriers to the downloading of apps for your children on tablets?
1. They are not as educational as alternatives such as books
2. Too much screen time
3. Poor value for money
4. My child might get bored of them quickly
5. We cannot find our favourite characters and shows
6. We don’t know whether it is suitable for my child
7. We have a free version of the app already
8. Worry about in-app payment
9. Not knowing whether it’s good quality or not
10. Too expensive
11. If the app requires a subscription rather than a one-off payment
12. Advertising
13. Not enough content
14. I find it hard to find the right stuff
15. Don’t feel digital is the right place for children to learn
16. Length of time
Section D: Child’s use of tablets
D-Q1. We want to understand how comfortable your child is using a tablet. Please indicate to
what extent you agree with each of the following statements.
1. Is able to do unassisted
2. Needs some assistance
3. Is unable to do / unaware of
Turn the device off and on
Unlock the device
Open their apps
Use gaming apps
Use reading apps
Use video apps
Use learning apps
Use creativity apps
Find new apps in the app-store / market place
Purchase new apps in the app-store / market place
Click on a cross in a box to get rid of a pop-up
Take photos
Make videos
Draw things
Survey Findings
Drag items across the screen
Trace shapes with their fingers
Exit apps and enter other apps
Increase or decrease the volume
Tap the screen to operate commands
Swipe the screen (e.g. to change photos, turn the ‘page’ of an e-book)
Enlarge or decrease the size of objects by pinching and dragging
Drag items and trace shapes
Show others e.g. siblings how to use the device
D-Q2. Has your child ever?
1. Made an in-app purchase without permission
2. Made an in-app purchase by accident
3. Bought something online by accident
4. Bought something online without permission
5. Been exposed to content that made them feel uncomfortable
6. Been exposed to content that made you feel uncomfortable
7. Asked you about something they saw online that was inappropriate
8. Been exposed to advertising within mobile or tablet applications (please state)
9. Clicked on a link when online that took them to inappropriate content
10. Watched content (brand, characters shows) on more than one platform at the same time
11. Seen an advert on a screen and asked you about it
Section E: Safety/Issues
E-Q1. We want to understand how comfortable or uncomfortable you are with your child using
the device
1. Very comfortable
2. Quite comfortable
3. Neither comfortable nor non-comfortable
4. Quite uncomfortable
5. Very uncomfortable
The amount of time my child spends on the tablet
My child using the device unobserved by me or another adult
The sorts of things my child does on the tablet
Things that they can be exposed to on the tablet e.g. in-app advertising / types of content
The types of videos they watch on the tablet
That they know when to ask for parental / other help
That they know where their content is
That they know how to avoid other content
That the tablet can be used for positive things e.g. learning or creativity
65
66
Technology and Play
E-Q2. We would like to understand your opinion on in-app adverts for your child. Using a scale of
1 to 5, where 1 is strongly disagree and 6 is strongly agree please indicate how you feel about
each of the following statements
1. Strongly
disagree
1
I am not worried if there
are relevant adverts in
the apps my child plays
2
I would pay for my
child’s apps if it meant
that there was no
in-app adverts
3
I don’t mind in-apps
adverts if it means my
child can play for free
2. Tend to
disagree
3. Neither
agree/
disagree
4. Tend
to agree
5. Strongly
agree
Survey Findings
67
Appendix 5 – Case study visit schedule
Visit 1 - Familiarisation visit
Give the child some paper and felt pens to draw with whilst you talk to the parent. Depending on age, you could ask
them to draw something that might be relevant for the project eg a character from an app – or a favourite TV
character.
Go through the parent information sheet and explain any part of the project the parent is not sure about.
Go through survey questions with the parent and talk about the data they entered, if they can remember. If they can’t,
ask them what they would input if they were completing this today. Please record this interview on the Dictaphone.
Ask the child to show some of his/ her favourite tablet apps and talk about them. If the child is too young to do this,
then ask the parent to show the apps and talk about why their child likes them. Please video record the child and/ or
parent using/ talking about the apps.
Ask parent to use smartphone (if they have one) to take any interesting data on child’s use of tablet apps until the
next visit. Explain how to do this – ask them to take video and/ or photographs and then on the next visit, the
researcher will upload this to a laptop. Talk about the kinds of interesting data they could collect e.g. child using
tablet app, child playing games/ toys related to tablet app, child undertaking creative activity related to tablet app,
child playing on apps with siblings/ family members etc.
Ask what type of voucher they would like on conclusion of the project (e.g. Apple; Argos; John Lewis; Tesco).
Visit 2 – Observation of app use
If the parent recorded data, look through it with him/ her and ask why that data has been recorded, what it means
to the parent/ child and so on.
Look at the apps on the tablet with parents and children– get a sense of which ones are used by the child, which
ones were specifically downloaded for their use, and the frequency each one is used. As about the history of apps ie
when children first started using them, how soon they moved on, what they moved on to.
Depending on the age of the child, ask child to use their favourite apps and film them doing so. Ask child about the
app e.g. why he/ she likes it e.g. “Tell me about this app…” “What would you say to a friend about this app?”
Discuss the daily schedule of family life and how the use of tablets relates to this schedule. If the child uses music
apps, explore what types and how these fit into the daily schedule.
Ask parent if he/ she uses apps with their child and if so, ask them to use a typical app together. Film the parent/
child doing this. Talk to the parent about the app afterwards – why they use it, who normally initiates its use etc.
Ask parent specifically about play and creativity in relation to their children’s use of apps e.g.
• What does play mean to you?
• What kinds of play does your child engage in (also ask about when and where)?
• What sort of play does N’s use of apps promote? Can you give me some examples?
• Does your child have toys or objects related to any of their apps? If so, how does he/ she use them?
• What types of apps promote play, in your view? Why is that?
• Do you help your child with apps or do you prefer your child to igure it out on their own?’ and then ‘How...’
• What does creativity mean to you?
• What kinds of creative activities does your child engage in (also ask about when and where)?
• What types of apps promote creativity, in your view? Why is that?
• How do you support your child’s creativity with tablet apps?
• Do you have any other comments on this topic?
If the child uses YouTube, talk about this with the parent: how often does the child use it; what types of videos does
he/ she like to watch; how does he she find out about those videos; has he/ she ever seen unwanted content; does
the parent or child use the favourites options; does the parent know how to use the safety feature of YouTube.
68
Technology and Play
If age appropriate, ask child to tell you about which apps are good for playing, which are good for making things,
which are good for learning.
Ask parent to use smartphone (if they have one) to take any interesting data on child’s use of tablet apps until the
next visit.
Visit 3-4 – Observation of app use and ‘play and creativity’ tour
If the parent recorded data, look through it with him/ her and ask why that data has been recorded, what it means
to the parent/ child and so on.
Undertake a ‘play and creativity’ tour of the house with parent and child (see guide at end of this schedule).
Explore relative costs of apps in relation to picture books, toys, etc. Possible questions include:
• Which apps have you paid for?
• Why did you pay for theme?
• What makes you willing to pay for an app?
• What would prevent you from buying an app?
• What do you feel about buying apps in contrast with buying picture books for your child, or buying toys?
• When you have found a good app, do you seek out further apps by the same company? What are the feelings/
experiences towards in-app purchases?
Ask child to use their favourite apps (not used on previous visit) and film them doing so. Ask child about the app e.g.
why he/ she likes it. Ask parent to support the child in the way they would normally as he/ she uses the apps.
(If age appropriate) - Give child felt pens and paper and ask them to draw an app that they would love to have or be
invented. Talk to them about the drawing.
Visit 5 – Final visit
This visit can be used to tie up any loose ends e.g. explore issues that arose but that were not explored on previous
visits.
Ask if parent would like to be involved in any dissemination events aimed at other parents, to take place in
November (ESRC Social Sciences Festival).
Thank child and parents and leave the £100 voucher.
Play and creativity tour
Purpose: To identify spaces in the house where children’s play and creativity occurs and to examine the role of tablet
apps within this.
Procedure:
Create a 2D plan of the house, in collaboration with the parent. Visit each room with the parent and child, including
any spaces outside of the house, such as garage/ shed, where play/ creativity takes place.
Begin by asking the parent to identify what they mean by play and creativity – what kinds of activities do these
categories include?
Then visit each room in which the parent and/ or child identify that play takes place. Record all the material objects
related to play/ creativity in that space by taking digital photographs and recording what children and parents say.
Use the observation schedule to note down ownership of the items that promote play and creativity for each room.
Include further identifying detail such as the name/brand of the toy/technology or a brief description. Where there is
a large number of small toys i.e. cars or Lego bricks, actual numbers should not be recorded, rather a proxy symbol
given to indicate a toy’s presence.
69
Survey Findings
Ask the children to take photographs, using a colour digital camera/ tablet, of their favourite things/places. The
children can have the option to tell the researcher or parent what pictures to take.
As we are particularly interested in the role of technology in play, ask children and parents about this in relation to
each room e.g. does the child bring the tablet into this room? If so, how does he/s he use it? Ask also about the
playful/ creative use of other technologies in the room – computers, laptops, console games and so on.
Stimuli for play/creativity
Animals
Arts & Crafts
Baby & Toddler toys
Board Games
Construction
Dinosaurs & Accessories
Dolls & Accessories
Domestic (including kitchen items)
Dress-up & Accessories
Educational: word & number
Jigsaws & Puzzles
Music
Outdoor & Large Play
Small World, figures & Accessories
Soft Toys
Sports
Technological Toys
Vehicles & Accessories
Water & Sand play
Wooden Toys
Weapons
Technologies
Tablet
ipod/MP3 player
Smartphone
Computer
Laptop
Games console
Handheld computer
Television/DVD player
Radio
CD Player
Notes
Interaction with tablet apps
70
Technology and Play
Appendix 6: Statistical Report
Notes on the presentation of this report:
1. All figures are presented as percentages, unless stated otherwise
2. Due to rounding, and the consideration of proportions within subsets of data, the tables may not always
add up to 100%
3. Where data is compared across demographic sub-groups, chi-squared tests have been conducted to determine
where there is a statistically significant association between variables (e.g. an association between tablet
ownership and gender). Where the data are significantly associated at the 0.1% level, data are headed with **;
where the data are significantly associated at the 1% level, data are headed with*. Because of the large sample
size, only differences at these two levels of significance are reported, not differences at the 5% level.
Sample demographics
Qa: How old are you?
18 to 21
3.0%
35 to 44
36.1%
22 to 34
56.0%
45 to 54
4.5%
55 to 64
0.4%
Qb. Gender, are you (male or female)?
Male
21.8%
Female
78.3%
Qc. Which of these best describes your ethnic group?
White (this includes all White backgrounds)
84.5%
White and Black Caribbean
1.3%
White and Black African
0.8%
White and Asian
2.1%
Any other mixed background
0.7%
Indian
3.1%
Pakistani
1.9%
Bangladeshi
1.0%
Any other Asian background
0.8%
Caribbean
0.7%
African
1.2%
Any other Black Background
0.1%
Chinese
0.8%
Prefer not to tell
0.9%
Any other (please specify)
0.4%
Qd. Which region of the UK do you live in?
London
14.2%
Yorkshire and Lincolnshire
9.8%
South and South East England
(including Channel Islands)
16.0%
North West England/Isle of Man
13.2%
West and South West England
6.2%
North East England
4.2%
West Midlands
9.8%
Scotland
7.0%
East Midlands
8.0%
Northern Ireland
1.8%
East Anglia
6.0%
Wales
3.9%
71
Survey Findings
Qe. Which of the following options best describes the sort of work that the chief income earner in
your household does? [Responses analysed and placed into Market Research Social Class
categories]
A
10.8%
C2
22.0%
B
24.6%
D
10.8%
C
23.6%
E
8.4%
Qg. How many children do you have in the household?
Number of children
in the household
Number of families
Proportion
of the total sample
1
766
38.3%
2
790
39.5%
3
288
14.4%
4
108
5.4%
5
23
1.2%
6 or more
25
1.3%
Qh: Which of the following devices does your children make use of? (Please note, only tablet
users were requested to complete the survey, hence 100% for the first option)
Tablet
100.0%
Mobile phone
57.3%
Games console
52.4%
Smart TV
34.0%
Children’s tablet (e.g. LeapPad)
45.7%
Qi: We would like you to complete this survey on behalf of one of your children. Please note this
child should be no older than 5 years 0 months and have access to a tablet device.
Less than 1 year old
9.3%
1 year old
17.5%
2 years old
20.9%
3 years old
23.3%
4 years old
24.6%
5 years old
4.6%
72
Technology and Play
ANALYSIS BY YEAR GROUPS
(Under 1s, 1s, 2s, 3s, 4s and over)
Section A: Use of Electronic Devices
A-Q1: Which of these devices does your child have access to?
Notes:
calculated out Devices
of each ‘column’ subgroup. Where results are found to be statistically significant,** indicates significance at 0.1% level,*
Section
A: Percentages
Use of Electronic
indicates significance at 1% level and Cramér’s V measure of effect size is also reported.
Gender
All
Access to a
Standard TV set
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class**.139
3 years
4 to 5 years
ABC1
Ethnicity**.107
C2DE
White
BME
16.2%
17.8%
14.4%
10.8%
14.3%
12.7%
18.2%
19.8%
12.2%
21.8%
16.6%
13.9%
53.3%
52.1%
54.5%
51.9%
50.7%
56.2%
52.1%
54.0%
54.9%
50.9%
54.3%
47.7%
9.7%
10.1%
9.2%
9.2%
11.7%
9.8%
7.7%
10.0%
9.4%
10.0%
9.9%
8.4%
No ‐ we don't have one but we do
expect to get one
3.1%
3.1%
3.0%
3.2%
3.7%
2.9%
3.2%
2.6%
3.2%
2.8%
2.6%
5.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
12.6%
11.9%
13.4%
16.2%
12.3%
14.1%
13.5%
9.8%
14.1%
10.5%
12.1%
15.5%
We have one in the household but
they CAN NOT access it
5.3%
5.1%
5.6%
8.6%
7.2%
4.3%
5.2%
4.0%
6.2%
4.0%
4.6%
9.0%
Yes ‐ have one in the household
which they can use
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
Gender
All
Access to Smart
Televisions
2 years
Yes ‐ Have one of their own
Yes ‐ have one in the household
which they can use
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
No ‐ we don't have one but we do
expect to get one
Male
Age*.072
Female
< 1 year
1 year
2 years
Social Class**.139
3 years
4 to 5 years
ABC1
Ethnicity**.107
C2DE
White
BME
9.2%
11.9%
6.3%
9.2%
10.0%
8.1%
11.8%
7.2%
7.6%
11.3%
8.3%
13.5%
40.6%
38.8%
42.5%
51.4%
41.8%
41.1%
38.8%
37.5%
41.9%
38.7%
40.4%
41.9%
6.9%
6.9%
6.9%
3.2%
9.7%
7.2%
5.6%
7.2%
6.5%
7.4%
6.8%
7.4%
12.2%
12.9%
11.3%
11.9%
8.9%
11.7%
11.2%
15.3%
13.1%
10.8%
12.0%
13.2%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
24.6%
23.2%
26.0%
17.3%
22.6%
24.2%
25.1%
27.8%
24.9%
24.1%
26.0%
16.5%
We have one in the household but
they CAN NOT access it
6.7%
6.3%
7.0%
7.0%
6.9%
7.7%
7.5%
5.0%
6.0%
7.6%
6.5%
7.4%
73
Technology and Play
Gender*.100
All
Access to iPads
Male
Female
Age
< 1 year
1 year
Social Class**.117
3 years
4 to 5 years
ABC1
Ethnicity**.142
C2DE
White
BME
Yes ‐ Have one of their own
10.2%
12.3%
7.8%
8.1%
7.7%
9.8%
11.8%
11.2%
9.6%
11.0%
10.0%
11.0%
Yes ‐ have one in the household
which they can use
42.8%
41.2%
44.4%
44.3%
50.1%
41.6%
41.8%
39.3%
46.6%
37.1%
42.4%
44.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
8.9%
9.7%
7.9%
8.1%
9.2%
8.9%
9.0%
8.8%
9.7%
7.7%
8.8%
9.4%
No ‐ we don't have one but we do
expect to get one
6.4%
6.6%
6.2%
6.5%
6.9%
6.5%
6.2%
6.2%
6.2%
6.7%
5.1%
13.2%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
26.6%
24.1%
29.1%
25.9%
21.5%
28.9%
26.0%
28.5%
23.2%
31.3%
28.3%
16.8%
We have one in the household but
they CAN NOT access it
5.3%
6.0%
4.5%
7.0%
4.6%
4.3%
5.2%
6.0%
4.7%
6.2%
5.3%
5.2%
Gender
All
Access to Samsung
Galaxy tablets
2 years
Yes ‐ Have one of their own
Male
Age*.074
Female
< 1 year
1 year
2 years
Social Class**.135
3 years
4 to 5 years
ABC1
Ethnicity**.161
C2DE
White
BME
7.9%
9.0%
6.6%
7.6%
6.9%
6.7%
8.2%
9.1%
5.8%
10.8%
7.3%
11.0%
Yes ‐ have one in the household
which they can use
22.8%
22.6%
23.0%
29.7%
26.9%
25.6%
19.1%
19.1%
21.6%
24.5%
22.3%
25.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.0%
5.7%
6.3%
3.8%
10.6%
5.5%
4.7%
5.3%
5.2%
7.2%
5.2%
10.3%
No ‐ we don't have one but we do
expect to get one
7.4%
6.6%
8.2%
7.0%
7.2%
7.7%
6.7%
8.1%
8.1%
6.3%
6.3%
13.2%
46.8%
47.2%
46.2%
40.0%
40.1%
46.2%
51.7%
49.3%
51.0%
40.7%
49.5%
31.9%
9.2%
8.7%
9.7%
11.9%
8.3%
8.4%
9.7%
9.1%
8.3%
10.5%
9.4%
8.1%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
We have one in the household but
they CAN NOT access it
74
Technology and Play
Gender*.095
All
Access to Microsoft
Surface tablets
Male
Female
Age**.085
< 1 year
1 year
Social Class*.088
3 years
4 to 5 years
ABC1
Ethnicity**.191
C2DE
White
BME
Yes ‐ Have one of their own
2.6%
3.8%
1.2%
2.7%
3.7%
1.7%
2.6%
2.4%
1.9%
3.5%
2.4%
3.2%
Yes ‐ have one in the household
which they can use
7.2%
8.1%
6.3%
13.5%
9.5%
5.5%
6.2%
5.8%
7.1%
7.3%
6.6%
10.6%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.5%
4.7%
4.2%
7.6%
7.7%
3.3%
2.6%
3.8%
3.7%
5.5%
3.4%
10.0%
No ‐ we don't have one but we do
expect to get one
9.3%
9.7%
8.8%
9.2%
8.9%
10.8%
7.3%
10.0%
9.8%
8.4%
8.0%
15.8%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
66.1%
63.4%
69.0%
54.1%
57.3%
69.1%
70.2%
69.8%
68.2%
63.1%
69.6%
46.8%
We have one in the household but
they CAN NOT access it
10.5%
10.4%
10.5%
13.0%
12.9%
9.6%
11.2%
8.2%
9.2%
12.2%
9.9%
13.5%
Gender*.097
All
Access to Amazon
Fire tablets
2 years
Male
Female
Age*.071
< 1 year
1 year
2 years
Social Class*.102
3 years
4 to 5 years
ABC1
Ethnicity**.151
C2DE
White
BME
Yes ‐ Have one of their own
3.2%
4.4%
1.9%
3.8%
4.3%
1.7%
3.9%
2.7%
2.1%
4.6%
3.1%
3.5%
Yes ‐ have one in the household
which they can use
6.5%
7.1%
5.8%
8.6%
8.3%
4.5%
6.9%
5.7%
6.4%
6.6%
5.9%
9.4%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.0%
5.8%
4.1%
7.0%
7.2%
5.7%
3.2%
4.0%
4.2%
6.1%
4.3%
8.7%
No ‐ we don't have one but we do
expect to get one
9.8%
10.2%
9.3%
7.6%
9.5%
12.4%
7.9%
10.1%
10.0%
9.4%
8.5%
16.8%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
64.6%
61.2%
68.3%
56.8%
57.9%
66.0%
67.8%
67.7%
67.5%
60.5%
67.3%
50.3%
We have one in the household but
they CAN NOT access it
11.0%
11.3%
10.7%
16.2%
12.9%
9.6%
10.3%
9.8%
9.8%
12.8%
10.9%
11.3%
75
Technology and Play
Gender*.093
All
Access to Kindle
Fire Tablets
Yes ‐ Have one of their own
Male
Female
Age*.074
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.129
C2DE
White
BME
5.1%
6.9%
3.1%
5.9%
5.7%
3.1%
6.0%
5.0%
4.1%
6.5%
4.7%
7.1%
Yes ‐ have one in the household
which they can use
13.9%
14.5%
13.3%
22.2%
14.9%
12.2%
14.2%
11.7%
13.9%
13.9%
14.2%
12.3%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.2%
6.2%
6.2%
8.1%
6.0%
7.2%
5.6%
5.5%
6.0%
6.5%
5.8%
8.4%
No ‐ we don't have one but we do
expect to get one
10.4%
10.1%
10.6%
3.8%
12.0%
14.1%
8.2%
10.5%
10.8%
9.7%
9.1%
17.4%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
53.0%
51.7%
54.4%
45.9%
48.7%
51.9%
54.7%
57.2%
54.5%
50.8%
55.0%
41.9%
We have one in the household but
they CAN NOT access it
11.5%
10.6%
12.5%
14.1%
12.6%
11.5%
11.4%
10.1%
10.7%
12.7%
11.2%
12.9%
Gender
All
Access to Tesco
Hudl tablets
2 years
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**152
C2DE
White
BME
Yes ‐ Have one of their own
4.8%
5.8%
3.7%
3.8%
3.2%
3.1%
6.0%
6.4%
4.2%
5.6%
4.9%
4.2%
Yes ‐ have one in the household
which they can use
7.5%
8.2%
6.8%
9.7%
9.2%
8.4%
6.4%
6.0%
7.9%
6.9%
7.5%
7.7%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.4%
6.1%
4.6%
4.9%
7.2%
7.2%
4.1%
4.3%
5.3%
5.5%
4.4%
10.6%
No ‐ we don't have one but we do
expect to get one
9.8%
10.0%
9.6%
10.3%
8.9%
9.8%
8.8%
11.0%
10.1%
9.4%
8.7%
15.8%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
62.4%
59.7%
65.3%
58.9%
60.5%
62.9%
63.9%
63.1%
63.6%
60.7%
64.9%
48.7%
We have one in the household but
they CAN NOT access it
10.1%
10.2%
10.0%
12.4%
11.2%
8.6%
10.7%
9.3%
8.8%
11.9%
9.6%
12.9%
76
Technology and Play
Gender
All
Access to other
tablets
Yes ‐ Have one of their own
Male
Age*.076
Female
< 1 year
1 year
Social Class**.127
3 years
4 to 5 years
ABC1
Ethnicity**.156
C2DE
White
BME
9.5%
9.9%
9.0%
6.5%
4.9%
7.4%
11.2%
13.2%
8.1%
11.4%
10.0%
6.5%
Yes ‐ have one in the household
which they can use
18.2%
18.7%
17.7%
24.9%
20.9%
18.2%
17.0%
15.5%
16.3%
21.0%
18.5%
16.8%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.6%
5.4%
5.8%
4.3%
6.6%
5.5%
5.6%
5.5%
4.7%
6.9%
4.4%
11.9%
No ‐ we don't have one but we do
expect to get one
7.6%
8.2%
7.1%
7.6%
9.5%
7.9%
6.7%
7.2%
8.1%
7.1%
7.0%
11.3%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
48.4%
46.6%
50.4%
42.2%
44.4%
52.2%
50.0%
49.0%
53.2%
41.7%
50.2%
39.0%
We have one in the household but
they CAN NOT access it
10.7%
11.2%
10.1%
14.6%
13.8%
8.9%
9.7%
9.6%
9.8%
11.9%
9.9%
14.5%
Gender*.104
All
Access to an iPhone
2 years
Yes ‐ Have one of their own
Male
Female
Age
< 1 year
1 year
2 years
Social Class*.090
3 years
4 to 5 years
ABC1
Ethnicity*.160
C2DE
White
BME
5.9%
8.2%
3.5%
5.4%
8.0%
4.5%
6.4%
5.3%
5.8%
6.1%
5.3%
9.4%
Yes ‐ have one in the household
which they can use
35.5%
35.7%
35.3%
43.2%
37.8%
34.0%
35.0%
33.2%
38.0%
31.9%
34.0%
43.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.9%
6.8%
7.0%
5.4%
8.9%
6.5%
6.2%
7.0%
6.1%
8.0%
6.5%
9.0%
No ‐ we don't have one but we do
expect to get one
5.7%
5.2%
6.2%
4.9%
4.6%
6.5%
4.9%
6.5%
6.3%
4.8%
5.0%
9.4%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
29.3%
27.5%
31.1%
25.4%
24.9%
32.5%
30.0%
30.1%
26.7%
32.9%
31.7%
15.8%
We have one in the household but
they CAN NOT access it
16.8%
16.7%
16.9%
15.7%
15.8%
16.0%
17.4%
17.9%
17.1%
16.3%
17.5%
12.9%
77
Technology and Play
Gender
All
Access to a
Samsung Galaxy
Phone
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class*.102
3 years
4 to 5 years
ABC1
Ethnicity**.196
C2DE
White
BME
5.1%
6.7%
3.5%
7.0%
6.3%
3.8%
5.6%
4.5%
4.0%
6.8%
4.3%
9.7%
Yes ‐ have one in the household
which they can use
25.1%
23.7%
26.5%
32.4%
28.9%
25.6%
22.7%
21.8%
24.8%
25.5%
24.6%
27.7%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.8%
6.2%
5.4%
7.0%
8.0%
4.8%
5.2%
5.3%
5.2%
6.7%
4.9%
10.6%
No ‐ we don't have one but we do
expect to get one
6.4%
6.6%
6.1%
5.9%
7.2%
5.0%
6.9%
6.5%
6.5%
6.1%
5.2%
12.6%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
41.8%
41.5%
42.0%
33.0%
35.5%
44.5%
44.4%
44.2%
45.0%
37.0%
44.7%
25.8%
We have one in the household but
they CAN NOT access it
15.9%
15.3%
16.6%
14.6%
14.0%
16.3%
15.2%
17.7%
14.5%
17.9%
16.3%
13.5%
Gender
All
Access to a HTC
Phone
2 years
Yes ‐ Have one of their own
Male
Age*.074
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity*.147
C2DE
White
BME
2.4%
3.5%
1.2%
2.7%
3.7%
3.1%
1.7%
1.5%
2.0%
3.0%
2.2%
3.5%
Yes ‐ have one in the household
which they can use
10.5%
10.6%
10.4%
14.1%
12.6%
7.7%
9.4%
11.0%
9.9%
11.3%
9.3%
16.8%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.2%
4.0%
4.3%
7.6%
7.2%
3.1%
3.4%
2.6%
3.4%
5.2%
3.5%
7.7%
No ‐ we don't have one but we do
expect to get one
8.3%
9.2%
7.2%
8.1%
8.6%
7.7%
7.5%
9.1%
8.2%
8.3%
7.8%
10.6%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
62.2%
60.6%
63.7%
54.6%
56.2%
67.7%
62.4%
63.9%
64.6%
58.6%
64.9%
47.4%
We have one in the household but
they CAN NOT access it
12.6%
12.1%
13.1%
13.0%
11.7%
10.8%
15.5%
11.9%
11.9%
13.5%
12.3%
13.9%
Gender*.090
All
Male
Female
Age*.071
< 1 year
1 year
2 years
Social Class**.127
3 years
4 to 5 years
ABC1
C2DE
Ethnicity**.149
White
BME
78
Technology and Play
Access to a Nokia
smartphone
Yes ‐ Have one of their own
2.8%
4.0%
1.4%
2.2%
2.6%
2.2%
3.6%
2.7%
2.0%
3.8%
2.5%
4.2%
Yes ‐ have one in the household
which they can use
8.9%
8.9%
8.8%
16.2%
9.2%
6.9%
7.9%
8.4%
6.8%
11.8%
8.3%
11.6%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.6%
5.1%
4.1%
6.5%
8.0%
4.5%
2.4%
3.8%
3.8%
5.7%
3.9%
8.4%
No ‐ we don't have one but we do
expect to get one
8.0%
8.5%
7.5%
6.5%
8.6%
8.1%
9.0%
7.2%
8.7%
7.1%
6.9%
13.9%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
62.7%
60.0%
65.6%
55.7%
58.2%
67.5%
63.1%
63.9%
66.4%
57.4%
65.3%
48.7%
We have one in the household but
they CAN NOT access it
13.1%
13.6%
12.6%
13.0%
13.5%
10.8%
13.9%
13.9%
12.3%
14.3%
13.1%
13.2%
Gender*.101
All
Access to a Sony
smartphone
Yes ‐ Have one of their own
Yes ‐ have one in the household
which they can use
Male
Female
Age*.070
< 1 year
1 year
2 years
Social Class*.096
3 years
4 to 5 years
ABC1
Ethnicity**.157
C2DE
White
BME
3.2%
4.4%
1.9%
3.2%
4.6%
2.9%
4.5%
1.4%
2.8%
3.7%
2.8%
5.2%
10.2%
11.0%
9.3%
15.1%
11.7%
8.9%
10.5%
8.2%
9.0%
11.8%
9.8%
12.3%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.2%
5.2%
3.1%
4.9%
6.6%
4.3%
1.9%
4.3%
3.4%
5.4%
3.4%
8.7%
No ‐ we don't have one but we do
expect to get one
7.2%
7.4%
7.0%
7.6%
6.9%
8.1%
6.4%
7.2%
7.5%
6.8%
6.3%
12.3%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
62.5%
59.4%
65.8%
57.8%
55.9%
65.8%
62.9%
65.3%
65.8%
57.7%
65.1%
48.1%
We have one in the household but
they CAN NOT access it
12.8%
12.6%
13.0%
11.4%
14.3%
10.0%
13.7%
13.6%
11.5%
14.6%
12.7%
13.5%
79
Technology and Play
Gender
All
Access to an 'other'
smartphone
Male
Age
Female
< 1 year
1 year
Social Class*.105
3 years
4 to 5 years
ABC1
Ethnicity**.130
C2DE
White
BME
Yes ‐ Have one of their own
2.8%
3.6%
2.0%
4.3%
2.9%
2.6%
2.6%
2.6%
2.1%
3.8%
2.5%
4.2%
Yes ‐ have one in the household
which they can use
9.2%
10.2%
8.0%
12.4%
9.7%
9.3%
9.0%
7.7%
8.1%
10.6%
8.8%
11.0%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.0%
4.3%
3.7%
6.5%
4.6%
3.8%
2.1%
4.5%
3.1%
5.4%
3.4%
7.1%
No ‐ we don't have one but we do
expect to get one
8.2%
8.6%
7.6%
8.1%
8.9%
8.4%
8.6%
7.2%
8.4%
7.8%
7.5%
11.9%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
60.9%
58.2%
63.7%
52.4%
57.9%
62.4%
61.2%
64.1%
64.3%
56.0%
63.4%
47.1%
We have one in the household but
they CAN NOT access it
15.0%
15.1%
14.9%
16.2%
16.0%
13.4%
16.5%
13.9%
14.0%
16.4%
14.3%
18.7%
Gender
All
Access to an Xbox
2 years
Yes ‐ Have one of their own
Male
Age*.069
Female
< 1 year
1 year
2 years
Social Class*.123
3 years
4 to 5 years
ABC1
Ethnicity*.099
C2DE
White
BME
6.2%
7.8%
4.5%
5.9%
7.2%
3.8%
7.1%
6.7%
4.5%
8.6%
5.9%
8.1%
Yes ‐ have one in the household
which they can use
26.9%
27.3%
26.5%
27.0%
26.6%
23.4%
26.6%
29.7%
24.8%
30.0%
27.3%
24.8%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.5%
7.0%
5.9%
11.4%
8.0%
4.3%
6.2%
5.7%
5.9%
7.2%
6.0%
8.7%
No ‐ we don't have one but we do
expect to get one
8.3%
8.3%
8.3%
7.6%
9.5%
9.3%
7.1%
8.1%
9.0%
7.3%
7.4%
13.2%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
40.0%
37.2%
42.9%
34.1%
35.0%
43.8%
42.1%
40.5%
43.6%
34.8%
41.1%
34.2%
We have one in the household but
they CAN NOT access it
12.2%
12.4%
11.8%
14.1%
13.8%
15.3%
10.9%
9.3%
12.2%
12.1%
12.4%
11.0%
80
Technology and Play
Gender**.111
All
Access to a
Playstation
Yes ‐ Have one of their own
Male
Female
Age**.081
< 1 year
1 year
Social Class*.088
3 years
4 to 5 years
ABC1
Ethnicity**.151
C2DE
White
BME
6.8%
8.7%
4.6%
6.5%
7.4%
3.8%
8.2%
7.4%
5.9%
7.9%
6.2%
10.0%
Yes ‐ have one in the household
which they can use
27.9%
28.9%
26.9%
28.6%
28.4%
26.3%
26.0%
30.1%
25.9%
30.8%
28.2%
26.1%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.1%
7.0%
5.0%
7.6%
6.9%
5.3%
6.0%
5.7%
6.3%
5.7%
5.2%
10.6%
No ‐ we don't have one but we do
expect to get one
8.5%
8.6%
8.2%
10.8%
8.9%
9.3%
6.2%
8.6%
8.9%
7.8%
7.3%
14.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
35.5%
33.3%
37.8%
25.9%
30.1%
35.9%
38.0%
39.5%
38.3%
31.4%
37.2%
26.5%
We have one in the household but
they CAN NOT access it
15.4%
13.4%
17.4%
20.5%
18.3%
19.4%
15.7%
8.8%
14.7%
16.3%
15.9%
12.3%
Gender*.095
All
Access to a
Nintendo Wii or Wii
U
2 years
Yes ‐ Have one of their own
Male
Female
Age*.075
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.128
C2DE
White
BME
7.4%
9.5%
5.1%
6.5%
6.0%
4.5%
8.8%
9.5%
6.4%
8.8%
7.0%
9.4%
Yes ‐ have one in the household
which they can use
34.9%
34.4%
35.5%
31.9%
30.9%
31.6%
37.1%
39.0%
35.2%
34.6%
36.4%
27.1%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
7.6%
8.0%
7.2%
7.6%
8.6%
7.7%
6.0%
8.2%
7.5%
7.7%
7.0%
10.6%
No ‐ we don't have one but we do
expect to get one
7.7%
8.1%
7.3%
6.5%
10.0%
10.5%
5.8%
6.2%
7.4%
8.2%
6.6%
13.9%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
30.4%
28.0%
33.0%
33.5%
28.9%
31.3%
31.3%
28.9%
31.1%
29.4%
30.6%
29.4%
We have one in the household but
they CAN NOT access it
12.0%
12.1%
11.8%
14.1%
15.5%
14.4%
10.9%
8.2%
12.3%
11.4%
12.4%
9.7%
81
Technology and Play
Gender**.114
All
Access to a PSP
Yes ‐ Have one of their own
Male
Female
Age*.067
< 1 year
1 year
Social Class*.096
3 years
4 to 5 years
ABC1
Ethnicity**.174
C2DE
White
BME
5.7%
8.0%
3.3%
6.5%
6.0%
3.6%
8.2%
4.8%
4.5%
7.4%
5.0%
9.4%
Yes ‐ have one in the household
which they can use
13.0%
13.7%
12.3%
15.7%
13.2%
12.9%
13.1%
12.0%
12.3%
14.0%
12.4%
16.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
4.9%
5.5%
4.2%
6.5%
6.3%
3.6%
2.8%
6.2%
5.2%
4.5%
4.1%
9.0%
No ‐ we don't have one but we do
expect to get one
9.8%
9.1%
10.4%
8.1%
10.6%
10.8%
8.4%
10.1%
9.7%
9.9%
8.8%
14.8%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
56.7%
54.7%
58.8%
50.3%
51.6%
57.7%
59.2%
59.1%
59.7%
52.4%
60.2%
37.7%
We have one in the household but
they CAN NOT access it
10.0%
8.9%
11.0%
13.0%
12.3%
11.5%
8.4%
7.7%
8.7%
11.8%
9.5%
12.6%
Gender
All
Access to a
Nintendo DS
2 years
Male
Age**.101
Female
< 1 year
1 year
2 years
Social Class**.128
3 years
4 to 5 years
ABC1
Ethnicity**.105
C2DE
White
BME
Yes ‐ Have one of their own
13.4%
15.5%
11.1%
11.4%
6.9%
6.7%
15.9%
20.6%
11.2%
16.4%
13.8%
11.0%
Yes ‐ have one in the household
which they can use
23.4%
24.3%
22.3%
25.9%
26.6%
22.7%
22.5%
21.6%
20.7%
27.2%
23.7%
21.6%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.8%
5.6%
6.0%
7.6%
5.2%
5.7%
3.6%
7.4%
5.5%
6.2%
5.2%
9.0%
No ‐ we don't have one but we do
expect to get one
8.6%
9.3%
7.9%
7.0%
10.9%
9.8%
6.4%
8.8%
9.2%
7.9%
7.7%
13.9%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
38.8%
35.6%
42.2%
35.1%
40.1%
42.3%
41.6%
34.4%
42.1%
34.1%
39.6%
34.2%
We have one in the household but
they CAN NOT access it
10.1%
9.7%
10.4%
13.0%
10.3%
12.7%
9.9%
7.2%
11.4%
8.2%
10.0%
10.3%
82
Technology and Play
Gender
All
Access to a PC or
laptop
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class*.088
3 years
4 to 5 years
ABC1
Ethnicity**.128
C2DE
White
BME
7.9%
8.7%
6.9%
11.4%
8.9%
6.0%
7.3%
7.9%
7.3%
8.6%
6.9%
12.9%
Yes ‐ have one in the household
which they can use
53.4%
52.7%
54.3%
45.4%
47.3%
52.2%
54.5%
59.8%
52.9%
54.2%
53.9%
51.0%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.9%
7.5%
6.3%
7.0%
9.2%
6.2%
5.6%
7.0%
6.4%
7.7%
6.3%
10.3%
No ‐ we don't have one but we do
expect to get one
2.9%
2.9%
2.8%
4.3%
3.4%
3.1%
2.6%
2.1%
2.5%
3.3%
2.6%
4.2%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
7.6%
8.3%
6.8%
8.6%
8.6%
7.4%
7.3%
6.9%
6.8%
8.6%
7.4%
8.4%
We have one in the household but
they CAN NOT access it
21.4%
19.9%
23.0%
23.2%
22.6%
25.1%
22.7%
16.3%
24.1%
17.5%
22.9%
13.2%
Gender
All
Access to an e‐
reader device
2 years
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.110
C2DE
White
BME
4.0%
5.2%
2.7%
5.4%
5.7%
1.7%
5.2%
3.3%
3.7%
4.4%
3.8%
4.8%
Yes ‐ have one in the household
which they can use
19.8%
20.2%
19.4%
25.4%
19.8%
18.9%
20.0%
18.6%
20.3%
19.1%
20.2%
17.4%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.5%
6.5%
6.4%
9.7%
7.2%
6.2%
4.7%
6.5%
6.1%
6.9%
6.2%
7.7%
No ‐ we don't have one but we do
expect to get one
9.6%
9.0%
10.2%
5.9%
11.2%
11.2%
7.9%
10.0%
9.7%
9.5%
8.3%
16.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
41.9%
41.3%
42.6%
36.8%
39.3%
42.3%
43.6%
43.6%
41.1%
43.2%
42.4%
39.4%
We have one in the household but
they CAN NOT access it
18.2%
17.7%
18.7%
16.8%
16.9%
19.6%
18.7%
18.0%
19.2%
16.8%
18.9%
14.2%
83
Technology and Play
Gender
All
Access to a PVR or
Digital Video
Recorder
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class*.093
3 years
4 to 5 years
ABC1
Ethnicity**.155
C2DE
White
BME
4.3%
5.1%
3.5%
4.3%
5.4%
3.1%
5.4%
3.6%
3.1%
6.1%
3.8%
6.8%
Yes ‐ have one in the household
which they can use
33.7%
32.7%
34.7%
31.4%
29.2%
32.8%
31.8%
39.2%
34.0%
33.1%
36.0%
20.6%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.7%
6.1%
5.3%
4.9%
7.2%
5.3%
4.7%
6.2%
5.1%
6.6%
5.0%
9.4%
No ‐ we don't have one but we do
expect to get one
8.5%
8.6%
8.3%
9.2%
8.3%
6.9%
9.0%
9.1%
9.7%
6.8%
7.4%
14.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
33.2%
32.7%
33.8%
34.6%
33.8%
37.1%
32.0%
30.6%
33.7%
32.5%
33.1%
33.5%
We have one in the household but
they CAN NOT access it
14.6%
14.9%
14.4%
15.7%
16.0%
14.8%
17.2%
11.3%
14.5%
14.9%
14.6%
15.2%
Gender
All
Access to a DVD
recorder
2 years
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
2 years
Social Class*.098
3 years
4 to 5 years
ABC1
Ethnicity**.135
C2DE
White
BME
6.8%
8.3%
5.3%
7.0%
6.9%
4.5%
8.2%
7.2%
5.0%
9.4%
6.5%
8.4%
Yes ‐ have one in the household
which they can use
29.0%
28.0%
30.0%
27.0%
24.1%
27.8%
30.0%
32.5%
29.9%
27.6%
29.4%
26.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.5%
6.7%
6.2%
8.1%
6.6%
5.7%
5.6%
7.0%
6.1%
6.9%
5.9%
9.7%
No ‐ we don't have one but we do
expect to get one
7.6%
7.8%
7.3%
6.5%
10.3%
7.4%
6.7%
7.0%
7.2%
8.0%
6.4%
13.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
36.8%
35.9%
37.8%
38.9%
37.8%
37.1%
35.6%
36.3%
38.8%
33.9%
38.6%
26.8%
We have one in the household but
they CAN NOT access it
13.5%
13.4%
13.5%
12.4%
14.3%
17.5%
13.9%
10.0%
13.0%
14.1%
13.1%
15.2%
84
Technology and Play
Gender
All
Access to a BluRay
device
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.137
C2DE
White
BME
4.1%
5.5%
2.6%
5.4%
6.3%
2.4%
3.6%
4.0%
3.6%
4.9%
4.0%
4.5%
Yes ‐ have one in the household
which they can use
28.2%
28.7%
27.7%
28.6%
28.4%
26.8%
27.5%
29.6%
28.7%
27.5%
29.1%
23.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.9%
7.3%
6.4%
6.5%
9.7%
6.0%
5.4%
7.0%
6.6%
7.2%
6.3%
10.0%
No ‐ we don't have one but we do
expect to get one
10.0%
9.8%
10.1%
8.6%
8.9%
11.7%
8.8%
10.7%
9.7%
10.4%
8.6%
17.4%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
37.4%
35.8%
39.0%
38.4%
31.5%
37.3%
41.0%
37.6%
38.2%
36.2%
38.9%
28.7%
We have one in the household but
they CAN NOT access it
13.6%
12.9%
14.2%
12.4%
15.2%
15.8%
13.7%
11.2%
13.3%
13.9%
13.1%
15.8%
Gender
All
Access to a Digital
(DAB) radio
2 years
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.136
C2DE
White
BME
4.8%
5.5%
4.0%
4.9%
7.4%
3.8%
4.5%
4.1%
3.6%
6.5%
4.6%
6.1%
Yes ‐ have one in the household
which they can use
26.9%
26.3%
27.4%
28.1%
23.2%
23.9%
26.4%
31.1%
28.2%
24.8%
27.9%
21.3%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
7.4%
8.5%
6.2%
9.2%
8.9%
6.7%
6.2%
7.2%
6.6%
8.4%
6.7%
10.6%
No ‐ we don't have one but we do
expect to get one
8.1%
8.1%
8.1%
8.1%
8.3%
9.3%
7.3%
7.7%
8.1%
8.0%
6.8%
15.2%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
35.6%
35.8%
35.4%
33.0%
36.7%
36.4%
36.3%
34.7%
35.6%
35.6%
36.1%
32.9%
We have one in the household but
they CAN NOT access it
17.3%
15.8%
18.8%
16.8%
15.5%
19.9%
19.3%
15.1%
17.7%
16.7%
17.9%
13.9%
85
Technology and Play
Gender*.096
All
Access to a Portable Yes ‐ Have one of their own
Media Player with
Yes ‐ have one in the household
internet access
which they can use
Male
Female
Age
< 1 year
1 year
Social Class*.088
3 years
4 to 5 years
ABC1
Ethnicity**.124
C2DE
White
BME
5.4%
7.2%
3.4%
5.9%
5.7%
4.1%
6.2%
5.2%
4.2%
6.9%
5.2%
6.1%
18.2%
16.8%
19.7%
26.5%
19.2%
19.4%
17.8%
14.4%
18.3%
18.0%
17.7%
21.0%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.7%
6.4%
4.8%
5.9%
7.7%
4.5%
3.9%
6.5%
4.6%
7.2%
5.3%
7.4%
No ‐ we don't have one but we do
expect to get one
8.4%
8.3%
8.4%
8.6%
9.2%
7.7%
7.5%
8.9%
8.9%
7.6%
7.3%
13.9%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
48.9%
48.3%
49.6%
40.0%
43.3%
50.0%
50.4%
53.3%
50.7%
46.4%
51.3%
36.1%
We have one in the household but
they CAN NOT access it
13.5%
13.0%
14.0%
13.0%
14.9%
14.4%
14.2%
11.7%
13.2%
13.9%
13.1%
15.5%
Gender
All
Access to a tablet
specifically for
children
2 years
Male
Age**.102
Female
< 1 year
1 year
2 years
Social Class**.155
3 years
4 to 5 years
ABC1
Ethnicity**.137
C2DE
White
BME
Yes ‐ Have one of their own
27.7%
27.6%
27.8%
18.4%
20.1%
23.0%
33.5%
34.0%
24.3%
32.6%
28.8%
21.6%
Yes ‐ have one in the household
which they can use
17.9%
17.3%
18.5%
26.5%
23.8%
19.1%
14.2%
13.7%
16.5%
19.9%
16.9%
23.2%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
5.1%
6.3%
3.8%
8.1%
7.4%
4.8%
3.2%
4.5%
4.3%
6.2%
4.4%
9.0%
No ‐ we don't have one but we do
expect to get one
11.2%
9.2%
13.3%
10.8%
13.2%
15.3%
10.1%
8.1%
12.0%
10.0%
10.6%
14.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
32.3%
33.6%
30.9%
29.7%
28.9%
32.1%
33.0%
34.7%
37.7%
24.6%
33.9%
23.5%
We have one in the household but
they CAN NOT access it
5.8%
5.9%
5.7%
6.5%
6.6%
5.7%
6.0%
5.0%
5.2%
6.7%
5.4%
8.1%
86
Technology and Play
Gender
All
Access to an MP3
player
Yes ‐ Have one of their own
Male
Age
Female
< 1 year
1 year
Social Class
2 years
3 years
4 to 5 years
ABC1
Ethnicity**.143
C2DE
White
BME
7.2%
8.6%
5.8%
8.1%
8.3%
4.8%
7.9%
7.6%
6.0%
9.0%
7.2%
7.4%
Yes ‐ have one in the household
which they can use
28.6%
27.7%
29.6%
33.0%
32.1%
27.3%
28.1%
26.5%
28.5%
28.7%
29.2%
25.5%
Yes ‐ there is one elsewhere (e.g.
grandparents' home) which they
can use
6.7%
7.3%
6.0%
7.6%
8.0%
6.0%
5.6%
6.9%
6.2%
7.3%
6.0%
10.0%
No ‐ we don't have one but we do
expect to get one
7.0%
7.3%
6.8%
7.0%
8.3%
7.4%
5.6%
7.2%
6.9%
7.3%
5.7%
14.5%
No ‐ we don't have one AND do
NOT expect to get one in the near
future
30.5%
30.4%
30.6%
29.7%
24.6%
32.5%
31.5%
32.0%
30.9%
30.0%
31.4%
25.5%
We have one in the household but
they CAN NOT access it
20.0%
18.7%
21.3%
14.6%
18.6%
22.0%
21.2%
19.9%
21.5%
17.7%
20.5%
17.1%
A-Q1b: Number of devices accessible to the children of those surveyed
Gender**.095
Age**.097
Social Class**.098
Ethnicity*.091
All
Male
Female
< 1 year
1 year
2 years
3 years
4 to 5 years
ABC1
C2DE
White
BME
3 or fewer
8.6%
9.0%
8.2%
13.5%
11.2%
11.0%
5.2%
6.7%
9.8%
6.9%
8.8%
8.1%
4 ‐ 10 devices
50.0%
48.2%
51.9%
36.2%
43.8%
52.6%
55.6%
51.7%
51.2%
48.2%
51.2%
43.5%
11 ‐ 20 devices
32.3%
31.1%
33.5%
35.1%
31.5%
28.9%
31.5%
34.7%
31.9%
32.8%
32.0%
33.5%
more than 20 devices
9.1%
11.7%
6.4%
15.1%
13.5%
7.4%
7.7%
6.9%
7.0%
12.1%
8.0%
14.8%
87
Technology and Play
A-Q2: You have indicated that your child can access the following devices. For each device listed please indicate where your child accesses it.
Notes: Percentages out of those who have access to each device. For each device listed please indicate where your child accesses it.
Notes: Percentages are out of those who answered option 3 to AQ1 for each device separately, i.e. only out of participants that stated that their child had access to these devices
“elsewhere”. Participants could select multiple options so column totals may exceed 100%
child had access to these devices “elsewhere”. Participants could select multiple options so column totals may exceed 100%.
Gender
Standard TV set
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
A television set connected
to the internet
(Sometimes known as
Smart TV or connected
TV)
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Age (in years)
Social Class
Ethnicity
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
74.1%
76.0%
71.9%
52.9%
73.2%
75.6%
86.1%
72.4%
74.8%
73.2%
**79.6%
**38.5%
36.3%
34.6%
38.2%
*11.8%
*22.0%
*56.1%
*36.1%
*39.7%
39.6%
31.7%
37.7%
26.9%
28.0%
24.0%
32.6%
41.2%
22.0%
29.3%
8.3%
39.7%
30.6%
24.4%
28.7%
23.1%
8.3%
9.6%
6.7%
0.0%
12.2%
9.8%
8.3%
6.9%
8.1%
8.5%
8.4%
7.7%
6.7%
5.8%
7.9%
11.8%
7.3%
4.9%
5.6%
6.9%
7.2%
6.1%
7.2%
3.8%
3.6%
1.9%
5.6%
5.9%
2.4%
2.4%
2.8%
5.2%
4.5%
2.4%
3.6%
3.8%
6.7%
5.8%
7.9%
5.9%
2.4%
9.8%
5.6%
8.6%
8.1%
4.9%
7.8%
0.0%
4.7%
6.7%
2.2%
11.8%
2.4%
4.9%
2.8%
5.2%
7.2%
1.2%
4.2%
7.7%
0.5%
1.0%
0.0%
0.0%
0.0%
2.4%
0.0%
0.0%
0.9%
0.0%
0.6%
0.0%
57.2%
56.3%
58.2%
33.3%
47.1%
70.0%
73.1%
50.0%
59.7%
54.1%
*62.6%
*30.4%
29.7%
32.4%
26.9%
33.3%
26.5%
33.3%
15.4%
38.1%
29.9%
29.5%
26.1%
47.8%
18.1%
18.3%
17.9%
33.3%
17.6%
6.7%
11.5%
28.6%
18.2%
18.0%
17.4%
21.7%
11.6%
11.3%
11.9%
16.7%
8.8%
16.7%
15.4%
7.1%
13.0%
9.8%
9.6%
21.7%
3.6%
2.8%
4.5%
0.0%
8.8%
3.3%
3.8%
0.0%
2.6%
4.9%
4.3%
0.0%
4.3%
2.8%
6.0%
0.0%
11.8%
3.3%
3.8%
0.0%
6.5%
1.6%
4.3%
4.3%
2.9%
1.4%
4.5%
16.7%
5.9%
0.0%
3.8%
0.0%
3.9%
1.6%
2.6%
4.3%
2.2%
1.4%
3.0%
0.0%
5.9%
0.0%
0.0%
2.4%
3.9%
0.0%
2.6%
0.0%
2.9%
2.8%
3.0%
16.7%
0.0%
0.0%
7.7%
2.4%
1.3%
4.9%
3.5%
0.0%
88
Technology and Play
iPad tablet computer
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Samsung Galaxy Tab
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
67.0%
59.7%
73.3%
59.4%
75.7%
64.3%
54.9%
65.8%
60.3%
*68.9%
*37.9%
26.0%
28.0%
23.4%
13.3%
31.3%
21.6%
26.2%
29.4%
27.2%
23.8%
26.4%
24.1%
18.6%
22.0%
14.3%
6.7%
15.6%
13.5%
14.3%
31.4%
20.2%
15.9%
15.5%
34.5%
6.8%
7.0%
6.5%
6.7%
12.5%
5.4%
4.8%
5.9%
5.3%
9.5%
6.1%
10.3%
5.1%
4.0%
6.5%
0.0%
12.5%
5.4%
2.4%
3.9%
3.5%
7.9%
6.1%
0.0%
9.0%
7.0%
11.7%
6.7%
9.4%
10.8%
4.8%
11.8%
10.5%
6.3%
10.1%
3.4%
6.2%
6.0%
6.5%
0.0%
9.4%
5.4%
9.5%
3.9%
7.9%
3.2%
6.8%
3.4%
0.6%
1.0%
0.0%
0.0%
0.0%
0.0%
2.4%
0.0%
0.9%
0.0%
0.7%
0.0%
1.1%
2.0%
0.0%
0.0%
0.0%
0.0%
2.4%
2.0%
0.9%
1.6%
1.4%
0.0%
41.7%
40.7%
42.6%
57.1%
48.6%
30.4%
45.5%
35.5%
42.6%
40.7%
45.5%
31.3%
26.7%
22.0%
31.1%
28.6%
18.9%
30.4%
22.7%
35.5%
29.5%
23.7%
23.9%
34.4%
16.7%
13.6%
19.7%
14.3%
18.9%
13.0%
13.6%
19.4%
13.1%
20.3%
14.8%
21.9%
12.5%
16.9%
8.2%
0.0%
13.5%
17.4%
13.6%
9.7%
11.5%
13.6%
15.9%
3.1%
6.7%
6.8%
6.6%
0.0%
16.2%
0.0%
0.0%
6.5%
8.2%
5.1%
5.7%
9.4%
5.0%
5.1%
4.9%
0.0%
8.1%
4.3%
0.0%
6.5%
8.2%
1.7%
4.5%
6.3%
2.5%
3.4%
1.6%
0.0%
5.4%
0.0%
0.0%
3.2%
4.9%
0.0%
2.3%
3.1%
2.5%
3.4%
1.6%
0.0%
2.7%
0.0%
0.0%
6.5%
3.3%
1.7%
2.3%
3.1%
4.2%
8.5%
0.0%
0.0%
0.0%
8.7%
9.1%
3.2%
3.3%
5.1%
3.4%
6.3%
All
Male
63.8%
Gender
Ethnicity
BME
89
Technology and Play
Microsoft Surface
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Amazon Fire
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
Ethnicity
BME
25.0%
19.5%
14.3%
25.9%
35.7%
25.0%
13.6%
13.6%
31.1%
25.9%
16.1%
30.3%
33.3%
26.8%
42.9%
33.3%
28.6%
41.7%
13.6%
38.6%
22.2%
29.3%
32.3%
21.3%
20.8%
22.0%
28.6%
22.2%
0.0%
25.0%
27.3%
25.0%
17.8%
17.2%
29.0%
10.1%
12.5%
7.3%
7.1%
11.1%
0.0%
8.3%
18.2%
4.5%
15.6%
12.1%
6.5%
14.6%
16.7%
12.2%
14.3%
18.5%
14.3%
8.3%
13.6%
15.9%
13.3%
15.5%
12.9%
10.1%
4.2%
17.1%
14.3%
7.4%
14.3%
0.0%
13.6%
9.1%
11.1%
12.1%
6.5%
2.2%
0.0%
4.9%
7.1%
3.7%
0.0%
0.0%
0.0%
2.3%
2.2%
1.7%
3.2%
4.5%
2.1%
7.3%
0.0%
11.1%
0.0%
0.0%
4.5%
6.8%
2.2%
3.4%
6.5%
2.2%
2.1%
2.4%
7.1%
0.0%
7.1%
0.0%
0.0%
2.3%
2.2%
3.4%
0.0%
31.0%
33.3%
27.5%
53.8%
12.0%
29.2%
33.3%
39.1%
30.0%
32.0%
31.5%
29.6%
27.0%
26.7%
27.5%
15.4%
32.0%
29.2%
46.7%
13.0%
26.0%
28.0%
23.3%
37.0%
23.0%
18.3%
30.0%
15.4%
36.0%
8.3%
6.7%
39.1%
26.0%
20.0%
19.2%
33.3%
16.0%
16.7%
15.0%
15.4%
20.0%
25.0%
6.7%
8.7%
12.0%
20.0%
19.2%
7.4%
7.0%
6.7%
7.5%
0.0%
4.0%
10.0%
9.6%
0.0%
7.0%
5.0%
10.0%
3.0%
0.0%
3.0%
6.0%
All
Male
22.5%
Gender
24.0%
a
0.0%
8.0%
16.7%
0.0%
4.3%
10.0%
4.0%
6.8%
7.4%
7.5%
0.0%
4.0%
8.3%
0.0%
0.0%
2.0%
4.0%
4.1%
0.0%
3.3%
2.5%
0.0%
12.0%
0.0%
0.0%
0.0%
4.0%
2.0%
2.7%
3.7%
6.7%
5.0%
15.4%
0.0%
4.2%
13.3%
4.3%
8.0%
4.0%
6.8%
3.7%
a
0.0%
a
4.2%
a
0.0%
a
a
invalid statistical test due to large number of cells with expected frequencies below 5
90
Technology and Play
Kindle Fire
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Tesco Hudl
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
42.2%
48.3%
40.0%
38.1%
40.0%
46.2%
56.3%
43.7%
47.2%
**54.1%
**11.5%
14.5%
15.6%
13.3%
13.3%
9.5%
23.3%
11.5%
12.5%
16.9%
11.3%
14.3%
15.4%
18.5%
15.6%
21.7%
33.3%
14.3%
20.0%
15.4%
15.6%
16.9%
20.8%
14.3%
34.6%
12.9%
15.6%
10.0%
13.3%
14.3%
10.0%
15.4%
12.5%
18.3%
5.7%
**7.1%
**34.6%
6.5%
6.3%
6.7%
0.0%
19.0%
10.0%
0.0%
3.1%
5.6%
7.5%
8.2%
0.0%
2.4%
1.6%
3.3%
0.0%
4.8%
0.0%
0.0%
6.3%
2.8%
1.9%
2.0%
3.8%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
3.2%
1.6%
5.0%
0.0%
4.8%
6.7%
0.0%
3.1%
5.6%
0.0%
3.1%
3.8%
4.8%
7.8%
1.7%
0.0%
0.0%
6.7%
11.5%
3.1%
2.8%
7.5%
5.1%
3.8%
30.6%
28.6%
33.3%
22.2%
24.0%
40.0%
36.8%
24.0%
30.2%
31.1%
**38.7%
**12.1%
16.7%
20.6%
11.1%
33.3%
16.0%
13.3%
21.1%
12.0%
20.6%
11.1%
20.0%
9.1%
28.7%
22.2%
37.8%
33.3%
28.0%
23.3%
31.6%
32.0%
30.2%
26.7%
25.3%
36.4%
15.7%
19.0%
11.1%
11.1%
20.0%
20.0%
5.3%
16.0%
15.9%
15.6%
10.7%
27.3%
10.2%
11.1%
8.9%
0.0%
16.0%
13.3%
5.3%
8.0%
11.1%
8.9%
9.3%
12.1%
2.8%
3.2%
2.2%
11.1%
8.0%
0.0%
0.0%
0.0%
1.6%
4.4%
2.7%
3.0%
4.6%
4.8%
4.4%
0.0%
4.0%
10.0%
0.0%
4.0%
6.3%
2.2%
4.0%
6.1%
0.9%
1.6%
0.0%
11.1%
0.0%
0.0%
0.0%
0.0%
1.6%
0.0%
1.3%
0.0%
3.7%
4.8%
2.2%
11.1%
0.0%
3.3%
5.3%
4.0%
1.6%
6.7%
4.0%
3.0%
All
Male
45.2%
Gender
White
Ethnicity
BME
91
Technology and Play
Other tablet computer
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
iPhone
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
41.1%
33.9%
25.0%
34.8%
43.5%
42.3%
34.4%
29.1%
45.6%
44.0%
24.3%
25.9%
23.2%
28.6%
25.0%
13.0%
34.8%
30.8%
25.0%
*38.2%
*14.0%
24.0%
29.7%
21.4%
19.6%
23.2%
28.1%
23.6%
19.3%
16.0%
32.4%
11.6%
16.1%
7.1%
0.0%
26.1%
8.7%
7.7%
9.4%
14.5%
8.8%
12.0%
10.8%
7.1%
7.1%
7.1%
12.5%
13.0%
13.0%
0.0%
3.1%
7.3%
7.0%
6.7%
8.1%
6.3%
1.8%
10.7%
0.0%
0.0%
13.0%
0.0%
12.5%
5.5%
7.0%
5.3%
8.1%
1.8%
1.8%
1.8%
0.0%
4.3%
4.3%
0.0%
0.0%
0.0%
3.5%
2.7%
0.0%
0.9%
0.0%
1.8%
0.0%
0.0%
4.3%
0.0%
0.0%
1.8%
0.0%
0.0%
2.7%
4.5%
3.6%
5.4%
0.0%
0.0%
8.7%
3.8%
6.3%
5.5%
3.5%
2.7%
8.1%
46.4%
42.9%
50.0%
60.0%
58.1%
48.1%
41.4%
36.6%
52.8%
39.4%
54.5%
14.3%
30.4%
32.9%
27.9%
10.0%
32.3%
25.9%
31.0%
36.6%
*36.1%
*24.2%
30.9%
28.6%
16.7%
21.4%
11.8%
24.4%
15.3%
18.2%
16.4%
17.9%
15.2%
14.3%
16.2%
20.0%
12.9%
22.2%
13.8%
12.2%
11.1%
19.7%
13.6%
21.4%
5.1%
2.9%
7.4%
0.0%
6.5%
7.4%
3.4%
4.9%
4.2%
6.1%
3.6%
10.7%
3.6%
4.3%
2.9%
0.0%
3.2%
7.4%
3.4%
2.4%
1.4%
6.1%
4.5%
0.0%
2.2%
2.9%
1.5%
0.0%
0.0%
3.7%
0.0%
4.9%
4.2%
0.0%
2.9%
0.0%
5.9%
0.0%
0.0%
3.7%
3.4%
4.9%
2.8%
3.0%
3.6%
0.0%
3.6%
4.3%
2.9%
0.0%
0.0%
7.4%
6.9%
2.4%
1.4%
6.1%
2.7%
7.1%
All
Male
37.5%
Gender
a
a
50.0%
20.0%
a
a
13.0%
12.9%
a
a
0.0%
14.8%
a
a
30.8%
10.3%
a
a
a
0.0%
Ethnicity
BME
a
10.7%
a invalid statistical test due to large number of cells with expected frequencies below 5
92
Technology and Play
Samsung Galaxy
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
HTC
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
37.5%
48.1%
38.5%
42.9%
55.0%
45.8%
32.3%
34.4%
50.9%
**44.6%
**36.4%
28.4%
28.1%
28.8%
53.8%
25.0%
5.0%
33.3%
32.3%
32.8%
23.6%
31.3%
21.2%
12.9%
12.5%
13.5%
7.7%
0.0%
20.0%
8.3%
25.8%
11.5%
14.5%
6.0%
30.3%
6.9%
9.4%
3.8%
23.1%
14.3%
0.0%
0.0%
3.2%
8.2%
5.5%
4.8%
12.1%
8.6%
10.9%
5.8%
0.0%
14.3%
10.0%
8.3%
6.5%
8.2%
9.1%
9.6%
6.1%
6.9%
4.7%
9.6%
7.7%
14.3%
10.0%
0.0%
3.2%
8.2%
5.5%
8.4%
3.0%
1.7%
1.6%
1.9%
0.0%
0.0%
5.0%
0.0%
3.2%
3.3%
0.0%
1.7%
1.6%
1.9%
0.0%
3.6%
0.0%
0.0%
3.2%
3.3%
0.0%
2.4%
0.0%
4.3%
6.3%
1.9%
7.7%
0.0%
0.0%
4.2%
9.7%
6.6%
1.8%
4.8%
3.0%
27.7%
19.5%
35.7%
28.6%
40.0%
23.1%
25.0%
13.3%
22.5%
32.6%
32.2%
16.7%
18.1%
22.0%
14.3%
28.6%
28.0%
7.7%
12.5%
6.7%
22.5%
14.0%
20.3%
12.5%
16.9%
17.1%
16.7%
21.4%
16.0%
0.0%
25.0%
20.0%
22.5%
11.6%
15.7%
22.0%
9.5%
7.1%
16.0%
30.8%
18.8%
6.7%
15.0%
16.3%
11.9%
25.0%
10.8%
12.2%
9.5%
28.6%
8.0%
15.4%
6.3%
0.0%
12.5%
9.3%
10.2%
12.5%
6.0%
4.9%
7.1%
0.0%
0.0%
15.4%
6.3%
13.3%
7.5%
4.7%
5.1%
8.3%
3.6%
2.4%
4.8%
7.1%
0.0%
0.0%
0.0%
13.3%
7.5%
0.0%
3.4%
4.2%
2.4%
4.9%
0.0%
0.0%
0.0%
7.7%
0.0%
6.7%
0.0%
4.7%
3.4%
0.0%
4.8%
4.9%
4.8%
0.0%
0.0%
0.0%
6.3%
20.0%
0.0%
9.3%
6.8%
0.0%
All
Male
42.2%
Gender
White
a
a
1.2%
13.6%
Ethnicity
BME
a
a
3.0%
25.0%
a invalid statistical test due to large number of cells with expected frequencies below 5
93
Technology and Play
Nokia
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Sony
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
Ethnicity
BME
25.0%
30.0%
16.7%
32.1%
26.3%
27.3%
27.3%
31.1%
23.4%
30.3%
19.2%
20.7%
23.1%
17.5%
25.0%
10.7%
26.3%
18.2%
27.3%
17.8%
23.4%
21.2%
19.2%
18.5%
25.0%
10.0%
25.0%
28.6%
10.5%
9.1%
13.6%
20.0%
17.0%
18.2%
19.2%
15.2%
13.5%
17.5%
16.7%
17.9%
21.1%
9.1%
9.1%
15.6%
14.9%
12.1%
23.1%
10.9%
9.6%
12.5%
16.7%
14.3%
5.3%
18.2%
4.5%
13.3%
8.5%
10.6%
11.5%
5.4%
5.8%
5.0%
8.3%
3.6%
5.3%
0.0%
9.1%
6.7%
4.3%
4.5%
7.7%
4.3%
5.8%
2.5%
8.3%
3.6%
0.0%
0.0%
9.1%
6.7%
2.1%
6.1%
0.0%
1.1%
1.9%
0.0%
0.0%
3.6%
0.0%
0.0%
0.0%
2.2%
0.0%
1.5%
0.0%
6.5%
1.9%
12.5%
0.0%
3.6%
10.5%
18.2%
4.5%
2.2%
10.6%
7.6%
3.8%
15.5%
18.5%
10.0%
11.1%
13.0%
16.7%
22.2%
16.0%
12.5%
18.2%
15.8%
14.8%
23.8%
22.2%
26.7%
22.2%
26.1%
22.2%
22.2%
24.0%
15.0%
31.8%
22.8%
25.9%
23.8%
22.2%
26.7%
44.4%
17.4%
33.3%
11.1%
20.0%
25.0%
22.7%
24.6%
22.2%
19.0%
22.2%
13.3%
22.2%
17.4%
16.7%
33.3%
16.0%
22.5%
15.9%
15.8%
25.9%
17.9%
20.4%
13.3%
11.1%
21.7%
16.7%
0.0%
24.0%
20.0%
15.9%
15.8%
22.2%
8.3%
7.4%
10.0%
11.1%
13.0%
11.1%
0.0%
4.0%
7.5%
9.1%
12.3%
0.0%
3.6%
3.7%
3.3%
0.0%
0.0%
0.0%
0.0%
12.0%
5.0%
2.3%
5.3%
0.0%
3.6%
5.6%
0.0%
0.0%
4.3%
0.0%
0.0%
8.0%
5.0%
2.3%
1.8%
7.4%
6.0%
5.6%
6.7%
0.0%
0.0%
5.6%
11.1%
12.0%
2.5%
9.1%
7.0%
3.7%
All
Male
27.2%
Gender
94
Technology and Play
Other Smartphone
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Xbox (including Kinect)
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
29.5%
27.8%
41.7%
18.8%
37.5%
20.0%
26.9%
27.8%
29.5%
25.9%
36.4%
25.0%
20.5%
30.6%
25.0%
18.8%
37.5%
10.0%
26.9%
22.2%
27.3%
27.6%
18.2%
25.0%
20.5%
30.6%
25.0%
18.8%
37.5%
20.0%
23.1%
25.0%
25.0%
25.9%
22.7%
15.0%
18.2%
11.1%
8.3%
18.8%
25.0%
30.0%
3.8%
16.7%
13.6%
15.5%
13.6%
12.5%
15.9%
8.3%
8.3%
18.8%
6.3%
20.0%
11.5%
13.9%
11.4%
12.1%
13.6%
6.3%
6.8%
5.6%
8.3%
0.0%
6.3%
10.0%
7.7%
2.8%
9.1%
6.9%
4.5%
7.5%
9.1%
5.6%
8.3%
6.3%
6.3%
0.0%
11.5%
5.6%
9.1%
6.9%
9.1%
3.8%
2.3%
5.6%
0.0%
6.3%
6.3%
10.0%
0.0%
2.8%
4.5%
5.2%
0.0%
3.8%
2.3%
5.6%
8.3%
0.0%
6.3%
0.0%
3.8%
2.8%
4.5%
3.4%
4.5%
20.9%
18.1%
24.6%
9.5%
21.4%
38.9%
17.2%
21.2%
24.3%
16.9%
21.6%
18.5%
28.7%
33.3%
22.8%
28.6%
28.6%
22.2%
24.1%
36.4%
30.0%
27.1%
*34.3%
*7.4%
27.9%
30.6%
24.6%
33.3%
21.4%
27.8%
27.6%
30.3%
27.1%
28.8%
26.5%
33.3%
10.9%
9.7%
12.3%
14.3%
17.9%
5.6%
10.3%
6.1%
12.9%
8.5%
8.8%
18.5%
10.9%
11.1%
10.5%
14.3%
17.9%
0.0%
6.9%
12.1%
8.6%
13.6%
9.8%
14.8%
6.2%
6.9%
5.3%
0.0%
14.3%
5.6%
6.9%
3.0%
2.9%
10.2%
6.9%
3.7%
5.4%
5.6%
5.3%
0.0%
7.1%
16.7%
3.4%
3.0%
7.1%
3.4%
5.9%
3.7%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
6.2%
2.8%
10.5%
9.5%
0.0%
11.1%
6.9%
6.1%
5.7%
6.8%
3.9%
14.8%
All
Male
28.7%
Gender
Ethnicity
BME
95
Technology and Play
Playstation
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Nintendo Wii (including
WiiU)
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
31.9%
22.4%
28.6%
20.8%
36.4%
28.6%
27.3%
23.0%
36.2%
31.8%
18.2%
28.9%
26.4%
32.7%
21.4%
29.2%
40.9%
28.6%
24.2%
32.4%
23.4%
*26.1%
*36.4%
17.4%
13.9%
22.4%
28.6%
4.2%
22.7%
25.0%
12.1%
18.9%
14.9%
15.9%
21.2%
14.9%
18.1%
10.2%
14.3%
16.7%
4.5%
10.7%
24.2%
17.6%
10.6%
13.6%
18.2%
9.1%
5.6%
14.3%
7.1%
16.7%
0.0%
7.1%
12.1%
4.1%
17.0%
6.8%
15.2%
5.0%
5.6%
4.1%
7.1%
12.5%
4.5%
3.6%
0.0%
5.4%
4.3%
4.5%
6.1%
4.1%
0.0%
10.2%
0.0%
4.2%
13.6%
0.0%
3.0%
5.4%
2.1%
4.5%
3.0%
3.3%
5.6%
0.0%
7.1%
4.2%
4.5%
0.0%
3.0%
1.4%
6.4%
4.5%
0.0%
5.0%
2.8%
8.2%
7.1%
8.3%
9.1%
0.0%
3.0%
6.8%
2.1%
4.5%
6.1%
34.2%
28.0%
41.4%
42.9%
36.7%
46.9%
28.6%
25.0%
34.8%
33.3%
*40.3%
*12.1%
30.3%
32.9%
27.1%
14.3%
40.0%
21.9%
28.6%
35.4%
28.1%
33.3%
31.1%
27.3%
15.8%
19.5%
11.4%
21.4%
0.0%
21.9%
10.7%
22.9%
18.0%
12.7%
13.4%
24.2%
8.6%
4.9%
12.9%
7.1%
3.3%
15.6%
17.9%
2.1%
9.0%
7.9%
5.9%
18.2%
11.2%
11.0%
11.4%
14.3%
10.0%
3.1%
10.7%
16.7%
9.0%
14.3%
10.1%
15.2%
5.9%
4.9%
7.1%
0.0%
13.3%
3.1%
7.1%
4.2%
4.5%
7.9%
5.9%
6.1%
1.3%
1.2%
1.4%
0.0%
0.0%
0.0%
3.6%
2.1%
1.1%
1.6%
1.7%
0.0%
1.3%
2.4%
0.0%
7.1%
3.3%
0.0%
0.0%
0.0%
1.1%
1.6%
1.7%
0.0%
2.0%
1.2%
2.9%
7.1%
0.0%
3.1%
0.0%
2.1%
3.4%
0.0%
1.7%
3.0%
All
Male
28.1%
Gender
Ethnicity
BME
96
Technology and Play
PSP
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Nintendo DS
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
38.6%
29.3%
50.0%
27.3%
40.0%
46.2%
27.8%
29.5%
43.2%
38.6%
25.0%
25.5%
22.8%
29.3%
41.7%
9.1%
33.3%
23.1%
27.8%
27.9%
21.6%
25.7%
25.0%
18.4%
19.3%
17.1%
8.3%
13.6%
13.3%
23.1%
25.0%
24.6%
8.1%
*10.0%
*39.3%
10.2%
10.5%
9.8%
0.0%
22.7%
0.0%
15.4%
8.3%
11.5%
8.1%
10.0%
10.7%
8.2%
5.3%
12.2%
0.0%
18.2%
0.0%
0.0%
11.1%
3.3%
16.2%
10.0%
3.6%
5.1%
5.3%
4.9%
8.3%
0.0%
6.7%
0.0%
8.3%
4.9%
5.4%
7.1%
0.0%
3.1%
1.8%
4.9%
0.0%
4.5%
0.0%
0.0%
5.6%
3.3%
2.7%
2.9%
3.6%
4.1%
3.5%
4.9%
0.0%
9.1%
6.7%
0.0%
2.8%
6.6%
0.0%
4.3%
3.6%
1.0%
1.8%
0.0%
0.0%
4.5%
0.0%
0.0%
0.0%
1.6%
0.0%
1.4%
0.0%
33.6%
36.2%
31.0%
35.7%
38.9%
33.3%
41.2%
27.9%
32.3%
35.3%
37.5%
21.4%
32.8%
36.2%
29.3%
50.0%
16.7%
41.7%
17.6%
34.9%
35.4%
29.4%
29.5%
42.9%
18.1%
17.2%
19.0%
7.1%
27.8%
29.2%
11.8%
14.0%
20.0%
15.7%
19.3%
14.3%
9.5%
10.3%
8.6%
7.1%
11.1%
12.5%
11.8%
7.0%
9.2%
9.8%
9.1%
10.7%
11.2%
12.1%
10.3%
0.0%
16.7%
4.2%
5.9%
18.6%
13.8%
7.8%
9.1%
17.9%
6.0%
5.2%
6.9%
7.1%
5.6%
12.5%
0.0%
4.7%
6.2%
5.9%
6.8%
3.6%
2.6%
1.7%
3.4%
0.0%
0.0%
0.0%
5.9%
4.7%
0.0%
5.9%
2.3%
3.6%
6.0%
1.7%
10.3%
0.0%
11.1%
4.2%
11.8%
4.7%
6.2%
5.9%
6.8%
3.6%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
All
Male
34.7%
Gender
Ethnicity
BME
97
Technology and Play
PC or Laptop
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
E‐Reader (e.g. Kindle,
Sony reader or Kobo)
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
48.1%
45.9%
61.5%
43.8%
53.8%
50.0%
39.0%
52.0%
41.3%
50.9%
34.4%
16.7%
16.9%
16.4%
0.0%
15.6%
19.2%
3.8%
29.3%
14.7%
19.0%
19.8%
6.3%
21.7%
26.0%
16.4%
30.8%
25.0%
11.5%
11.5%
29.3%
21.3%
22.2%
19.8%
28.1%
10.9%
10.4%
11.5%
7.7%
6.3%
15.4%
15.4%
9.8%
13.3%
7.9%
9.4%
15.6%
12.3%
10.4%
14.8%
7.7%
6.3%
26.9%
3.8%
14.6%
8.0%
17.5%
10.4%
18.8%
11.6%
13.0%
9.8%
0.0%
9.4%
11.5%
15.4%
14.6%
14.7%
7.9%
13.2%
6.3%
5.8%
5.2%
6.6%
7.7%
3.1%
3.8%
7.7%
7.3%
8.0%
3.2%
7.5%
0.0%
2.2%
1.3%
3.3%
7.7%
3.1%
0.0%
3.8%
0.0%
2.7%
1.6%
1.9%
3.1%
3.6%
2.6%
4.9%
0.0%
6.3%
3.8%
7.7%
0.0%
2.7%
4.8%
3.8%
3.1%
43.4%
40.3%
46.8%
50.0%
32.0%
50.0%
50.0%
39.5%
47.2%
38.6%
47.6%
25.0%
16.3%
17.9%
14.5%
22.2%
24.0%
15.4%
9.1%
13.2%
13.9%
19.3%
15.2%
20.8%
17.1%
16.4%
17.7%
11.1%
12.0%
15.4%
22.7%
21.1%
18.1%
15.8%
15.2%
25.0%
14.0%
16.4%
11.3%
16.7%
16.0%
7.7%
9.1%
18.4%
16.7%
10.5%
11.4%
25.0%
7.8%
4.5%
11.3%
0.0%
8.0%
11.5%
4.5%
10.5%
6.9%
8.8%
7.6%
8.3%
5.4%
3.0%
8.1%
5.6%
0.0%
3.8%
4.5%
10.5%
4.2%
7.0%
4.8%
8.3%
2.3%
1.5%
3.2%
0.0%
0.0%
3.8%
4.5%
2.6%
4.2%
0.0%
1.9%
4.2%
3.9%
3.0%
4.8%
0.0%
4.0%
3.8%
0.0%
7.9%
2.8%
5.3%
4.8%
0.0%
3.1%
1.5%
4.8%
0.0%
4.0%
3.8%
9.1%
0.0%
1.4%
5.3%
3.8%
0.0%
All
Male
47.1%
Gender
Ethnicity
BME
98
Technology and Play
PVR or Digital Video
Recorder
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
DVD Recorder
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
33.3%
35.3%
55.6%
32.0%
31.8%
36.4%
30.6%
36.7%
31.5%
36.5%
27.6%
20.2%
19.0%
21.6%
44.4%
20.0%
13.6%
18.2%
19.4%
16.7%
24.1%
21.2%
17.2%
26.3%
33.3%
17.6%
11.1%
24.0%
36.4%
27.3%
25.0%
25.0%
27.8%
28.2%
20.7%
17.5%
15.9%
19.6%
33.3%
20.0%
13.6%
13.6%
16.7%
20.0%
14.8%
16.5%
20.7%
9.6%
11.1%
7.8%
11.1%
12.0%
4.5%
0.0%
16.7%
10.0%
9.3%
11.8%
3.4%
9.6%
6.3%
13.7%
0.0%
16.0%
13.6%
9.1%
5.6%
8.3%
11.1%
7.1%
17.2%
1.8%
0.0%
3.9%
11.1%
0.0%
0.0%
0.0%
2.8%
3.3%
0.0%
2.4%
0.0%
2.6%
3.2%
2.0%
0.0%
4.0%
0.0%
0.0%
5.6%
3.3%
1.9%
3.5%
0.0%
7.0%
4.8%
9.8%
0.0%
4.0%
13.6%
13.6%
2.8%
6.7%
7.4%
8.2%
3.4%
32.6%
33.3%
31.7%
33.3%
26.1%
33.3%
38.5%
31.7%
34.7%
29.8%
37.4%
16.7%
20.9%
18.8%
23.3%
26.7%
21.7%
16.7%
15.4%
24.4%
19.4%
22.8%
19.2%
26.7%
23.3%
18.8%
28.3%
26.7%
13.0%
16.7%
23.1%
31.7%
23.6%
22.8%
21.2%
30.0%
19.4%
26.1%
11.7%
26.7%
26.1%
16.7%
15.4%
17.1%
18.1%
21.1%
18.2%
23.3%
7.0%
4.3%
10.0%
6.7%
17.4%
0.0%
11.5%
2.4%
5.6%
8.8%
7.1%
6.7%
5.4%
4.3%
6.7%
0.0%
0.0%
8.3%
3.8%
9.8%
6.9%
3.5%
6.1%
3.3%
2.3%
1.4%
3.3%
6.7%
4.3%
4.2%
0.0%
0.0%
1.4%
3.5%
3.0%
0.0%
0.8%
0.0%
1.7%
0.0%
4.3%
0.0%
0.0%
0.0%
1.4%
0.0%
1.0%
0.0%
3.9%
4.3%
3.3%
0.0%
4.3%
12.5%
3.8%
0.0%
1.4%
7.0%
4.0%
3.3%
All
Male
34.2%
Gender
Ethnicity
BME
99
Technology and Play
BluRay
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Digital Radio or DAB Radio
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
33.3%
32.3%
50.0%
29.4%
36.0%
44.0%
22.0%
34.6%
30.5%
38.7%
12.9%
27.7%
22.7%
33.9%
41.7%
29.4%
28.0%
20.0%
26.8%
32.1%
22.0%
28.3%
25.8%
20.4%
22.7%
17.7%
25.0%
11.8%
16.0%
20.0%
29.3%
23.1%
16.9%
19.8%
22.6%
13.1%
17.3%
8.1%
8.3%
20.6%
16.0%
8.0%
9.8%
10.3%
16.9%
12.3%
16.1%
5.1%
5.3%
4.8%
8.3%
5.9%
8.0%
0.0%
4.9%
3.8%
6.8%
4.7%
6.5%
10.2%
9.3%
11.3%
8.3%
8.8%
20.0%
4.0%
9.8%
15.4%
3.4%
8.5%
16.1%
5.1%
4.0%
6.5%
0.0%
8.8%
4.0%
4.0%
4.9%
2.6%
8.5%
3.8%
9.7%
1.5%
1.3%
1.6%
0.0%
2.9%
0.0%
0.0%
2.4%
2.6%
0.0%
1.9%
0.0%
6.6%
6.7%
6.5%
0.0%
5.9%
8.0%
12.0%
4.9%
5.1%
8.5%
7.5%
3.2%
37.4%
32.2%
45.0%
35.3%
29.0%
42.9%
51.7%
31.0%
42.3%
31.9%
*43.0%
*18.2%
20.4%
18.4%
23.3%
35.3%
16.1%
28.6%
20.7%
11.9%
16.7%
24.6%
19.3%
24.2%
27.2%
31.0%
21.7%
29.4%
19.4%
32.1%
17.2%
35.7%
28.2%
26.1%
25.4%
33.3%
17.0%
21.8%
10.0%
11.8%
29.0%
17.9%
10.3%
14.3%
20.5%
13.0%
17.5%
15.2%
10.2%
9.2%
11.7%
5.9%
16.1%
7.1%
3.4%
14.3%
11.5%
8.7%
8.8%
15.2%
2.7%
2.3%
3.3%
5.9%
3.2%
0.0%
0.0%
4.8%
3.8%
1.4%
3.5%
0.0%
2.7%
2.3%
3.3%
5.9%
6.5%
0.0%
0.0%
2.4%
3.8%
1.4%
1.8%
6.1%
1.4%
1.1%
1.7%
5.9%
0.0%
3.6%
0.0%
0.0%
2.6%
0.0%
2.7%
2.3%
3.3%
0.0%
3.2%
0.0%
3.4%
4.8%
2.6%
2.9%
All
Male
32.8%
Gender
a
0.0%
2.6%
Ethnicity
a
BME
6.1%
3.0%
a invalid statistical test due to large number of cells with expected frequencies below 5
100
Technology and Play
Portable Media Player like
an iPod Touch or Archos –
that can be used to access
the internet
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Tablet computer
specifically for children
e.g. LeapPad 2, VTech
Innotab or Kurio 7
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
33.3%
27.7%
36.4%
29.6%
52.6%
27.8%
21.1%
31.5%
30.5%
34.4%
17.4%
18.6%
24.2%
10.6%
27.3%
18.5%
26.3%
22.2%
10.5%
22.2%
15.3%
18.9%
17.4%
17.7%
13.6%
23.4%
36.4%
11.1%
10.5%
22.2%
18.4%
22.2%
13.6%
20.0%
8.7%
19.5%
22.7%
14.9%
18.2%
25.9%
0.0%
27.8%
21.1%
24.1%
15.3%
16.7%
30.4%
20.4%
19.7%
21.3%
9.1%
22.2%
10.5%
11.1%
31.6%
22.2%
18.6%
21.1%
17.4%
14.9%
9.1%
3.7%
10.5%
0.0%
10.5%
5.6%
8.5%
6.7%
8.7%
All
Male
31.0%
7.1%
a
1.5%
Gender
a
Ethnicity
BME
6.2%
6.1%
6.4%
0.0%
7.4%
10.5%
5.6%
5.3%
9.3%
3.4%
6.7%
4.3%
2.7%
3.0%
2.1%
0.0%
11.1%
0.0%
0.0%
0.0%
1.9%
3.4%
2.2%
4.3%
1.8%
1.5%
2.1%
0.0%
0.0%
0.0%
11.1%
0.0%
0.0%
3.4%
2.2%
0.0%
22.5%
23.1%
21.6%
33.3%
19.2%
30.0%
6.7%
23.1%
15.7%
29.4%
24.3%
17.9%
22.5%
18.5%
29.7%
53.3%
15.4%
10.0%
33.3%
15.4%
19.6%
25.5%
27.0%
10.7%
29.4%
33.8%
21.6%
20.0%
30.8%
25.0%
26.7%
38.5%
39.2%
19.6%
29.7%
28.6%
16.7%
16.9%
16.2%
13.3%
19.2%
20.0%
6.7%
19.2%
19.6%
13.7%
16.2%
17.9%
13.7%
13.8%
13.5%
20.0%
11.5%
15.0%
13.3%
11.5%
15.7%
11.8%
12.2%
17.9%
10.8%
12.3%
8.1%
6.7%
26.9%
5.0%
6.7%
3.8%
13.7%
7.8%
9.5%
14.3%
4.9%
6.2%
2.7%
6.7%
0.0%
10.0%
6.7%
3.8%
5.9%
3.9%
4.1%
7.1%
3.9%
4.6%
2.7%
0.0%
11.5%
0.0%
6.7%
0.0%
3.9%
3.9%
5.4%
0.0%
2.0%
0.0%
5.4%
0.0%
3.8%
5.0%
0.0%
0.0%
2.0%
2.0%
1.4%
3.6%
a invalid statistical test due to large number of cells with expected frequencies below 5
101
Technology and Play
MP3 player / iPod used to
play music
At a grandparent’s
house
At another relative’s
house
At a friend’s house
Out of school group
In an after school /
breakfast club
At school
At nursery, early
years, playschool
At a child minder’s
house
None of these
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
24.0%
27.6%
35.7%
21.4%
32.0%
26.9%
20.0%
28.8%
21.7%
29.4%
12.9%
27.8%
34.7%
19.0%
28.6%
32.1%
20.0%
34.6%
25.0%
27.4%
28.3%
29.4%
22.6%
18.8%
20.0%
17.2%
14.3%
10.7%
24.0%
15.4%
25.0%
24.7%
11.7%
15.7%
29.0%
15.8%
17.3%
13.8%
0.0%
21.4%
32.0%
3.8%
15.0%
15.1%
16.7%
16.7%
12.9%
12.8%
10.7%
15.5%
21.4%
17.9%
8.0%
3.8%
15.0%
12.3%
13.3%
11.8%
16.1%
8.3%
6.7%
10.3%
14.3%
10.7%
4.0%
11.5%
5.0%
9.6%
6.7%
7.8%
9.7%
3.0%
2.7%
3.4%
0.0%
0.0%
4.0%
7.7%
2.5%
4.1%
1.7%
2.0%
6.5%
5.3%
6.7%
3.4%
0.0%
7.1%
12.0%
0.0%
5.0%
8.2%
1.7%
6.9%
0.0%
5.3%
2.7%
8.6%
0.0%
3.6%
8.0%
11.5%
2.5%
4.1%
6.7%
6.9%
0.0%
All
Male
25.6%
Gender
Ethnicity
BME
102
Technology and Play
A-Q3: On a normal weekday, how much time does your child spend using the devices they have access to
A-Q3a – All respondents, usage by device
Notes: Percentages out of those who have access to each device, e.g. 41.3% of parents who said their children had access to an iPad went on to say that their child uses it for less
than 30 minutes on a typical weekday. Continuing to test at the 1% and 0.1% levels, smallest sub-set of the sample contains over 250 participants.
Other
Smartphone
(Weekday)
Sony (Weekday)
Nokia (Weekday)
HTC (Weekday)
Samsung Galaxy
(Weekday)
iPhone
(Weekday)
Other tablet
computer
(Weekday)
Tesco Hudl
(Weekday)
Kindle Fire
(Weekday)
Amazon Fire
(Weekday)
Microsoft Surface
(Weekday)
Samsung Galaxy
Tab (Weekday)
iPad tablet
computer
(Weekday)
A television set
connected to the
internet
(Weekday)
Standard TV Set
(Weekday)
A‐Q3a – All respondents, usage by device
Notes: Percentages out of those who have access to each device, e.g. 41.3% of parents who said their children had access to an iPad went on to
say that their child uses it for less than 30 minutes on a typical weekday.
Less than 30 minutes
22.8%
25.2%
41.3%
41.1%
33.1%
34.6%
47.1%
36.4%
46.2%
58.1%
56.5%
44.6%
45.1%
43.4%
48.6%
31‐60 minutes
20.2%
20.9%
23.8%
24.1%
19.0%
17.5%
18.1%
23.4%
20.5%
15.4%
16.3%
15.2%
16.7%
17.1%
17.2%
Between 1 and 2 hours
26.1%
24.2%
18.5%
15.3%
18.0%
17.1%
14.9%
14.1%
14.4%
10.5%
11.1%
12.3%
11.7%
14.0%
8.8%
Between 2 and 3 hours
14.7%
14.4%
8.1%
8.2%
11.6%
11.3%
6.4%
7.9%
8.0%
6.4%
6.0%
9.1%
8.0%
9.4%
11.3%
Between 3 and 4 hours
8.5%
7.5%
4.3%
5.9%
6.7%
8.6%
6.0%
6.8%
4.5%
4.9%
3.8%
6.2%
7.7%
5.4%
6.3%
Between 4 and 5 hours
3.2%
3.4%
1.9%
3.3%
5.3%
4.8%
3.6%
5.9%
2.9%
2.2%
2.5%
5.9%
3.7%
3.4%
3.1%
Between 5 and 6 hours
1.6%
1.9%
0.6%
1.1%
2.8%
2.7%
2.2%
2.3%
1.2%
1.1%
1.8%
3.8%
3.1%
2.9%
2.5%
Between 6 and 7 hours
0.6%
1.0%
0.2%
0.3%
1.1%
2.1%
0.4%
1.4%
0.6%
0.4%
0.6%
0.6%
2.2%
1.1%
0.6%
Between 8 and 9 hours
0.7%
0.4%
0.4%
0.3%
1.1%
0.3%
0.6%
0.3%
0.3%
0.5%
0.4%
1.2%
0.9%
1.1%
0.6%
More than 9 hours
1.5%
1.2%
0.8%
0.5%
1.4%
1.0%
0.8%
1.4%
1.5%
0.5%
1.1%
1.2%
0.9%
2.0%
0.9%
103
MP3 player /
iPod used to play
music (Weekday)
Tablet computer
specifically for
children
(Weekday)
Portable Media
Player (Weekday)
Digital Radio or
DAB Radio
(Weekday)
BluRay
(Weekday)
DVD Recorder
(Weekday)
PVR or Digital
Video Recorder
(Weekday)
E‐Reader
(Weekday)
PC or Laptop
(Weekday)
Nintendo DS
(Weekday)
PSP (Weekday)
Ninendo Wii or
WiiU (Weekday)
Playstation
(Weekday)
Xbox (Weekday)
Technology and Play
Less than 30 minutes
45.3%
51.1%
57.7%
43.2%
51.4%
58.9%
54.7%
47.9%
51.4%
51.7%
58.2%
51.2%
35.7%
57.2%
31‐60 minutes
19.1%
15.6%
16.7%
17.4%
19.3%
17.0%
14.4%
18.1%
19.0%
16.6%
14.9%
15.6%
23.8%
14.6%
Between 1 and 2 hours
15.5%
13.0%
11.2%
16.7%
11.6%
10.3%
12.4%
15.8%
13.3%
15.1%
9.7%
12.5%
18.7%
11.9%
Between 2 and 3 hours
8.3%
8.7%
5.4%
6.8%
7.5%
6.7%
6.3%
8.2%
6.5%
5.1%
7.2%
8.0%
9.4%
5.9%
Between 3 and 4 hours
4.0%
4.7%
3.0%
5.7%
4.4%
3.0%
6.1%
4.6%
4.3%
5.5%
4.7%
6.0%
5.7%
5.3%
Between 4 and 5 hours
4.0%
1.7%
2.4%
4.4%
2.1%
1.5%
2.1%
2.5%
2.4%
2.7%
2.6%
2.4%
2.9%
1.5%
Between 5 and 6 hours
1.1%
2.6%
1.8%
1.9%
1.9%
0.8%
1.7%
1.5%
1.2%
1.4%
1.4%
1.9%
1.2%
1.8%
Between 6 and 7 hours
1.6%
1.5%
1.2%
1.9%
1.1%
0.9%
1.3%
0.8%
0.8%
0.9%
0.4%
1.2%
1.1%
0.6%
Between 8 and 9 hours
0.5%
0.4%
0.2%
1.1%
0.2%
0.4%
0.3%
0.2%
0.2%
0.1%
0.0%
0.3%
0.3%
0.6%
More than 9 hours
0.4%
0.7%
0.4%
0.8%
0.5%
0.6%
0.7%
0.3%
0.9%
0.9%
0.9%
0.9%
1.3%
0.7%
104
Technology and Play
A-Q3b – Demographic breakdown of usage duration by device
(Each column represents a combination of device type and demographic group, percentages are calculated out of each column. e.g. 22.4% of white participants who said their child
has access to a standard TV went on to state that their child spends less than 30 minutes using it on a typical weekday)
A‐Q3b – Demographic breakdown of usage duration by device
(Each column represents a combination of device type and demographic group, percentages are calculated out of each column. e.g. 22.4% of
white participants who said their child has access to a standard TV went on to state that their child spends less than 30 minutes using it on a
typical weekday) Continuing to test at the 1% (*) and 0.1% (**) levels of significance.
Gender
All
Standard TV Set
(Weekday)
Male
Age
Female
< 1 year
1 year
2 years
Social Class**.145
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
22.8%
23.7%
21.8%
29.3%
30.6%
24.0%
23.1%
15.6%
24.9%
19.9%
22.4%
24.9%
31‐60 minutes
20.2%
19.6%
21.0%
21.8%
19.4%
17.9%
16.5%
24.6%
21.7%
18.3%
20.4%
19.4%
Between 1 and 2 hours
26.1%
26.6%
25.6%
19.5%
23.1%
24.6%
27.5%
29.6%
26.5%
25.6%
26.4%
24.4%
Between 2 and 3 hours
14.7%
15.6%
13.9%
11.3%
9.3%
15.8%
16.8%
16.4%
14.1%
15.6%
14.7%
14.7%
Between 3 and 4 hours
8.5%
6.7%
10.6%
9.8%
7.8%
9.1%
8.2%
8.4%
6.1%
11.8%
8.9%
6.0%
Between 4 and 5 hours
3.2%
3.2%
3.3%
3.0%
4.9%
4.0%
3.0%
2.1%
3.0%
3.5%
3.0%
4.6%
Between 5 and 6 hours
1.6%
1.1%
2.1%
3.0%
1.1%
1.8%
2.2%
0.8%
1.2%
2.1%
1.3%
3.2%
Between 6 and 7 hours
0.6%
0.6%
0.7%
0.8%
1.1%
0.3%
0.5%
0.6%
0.9%
0.3%
0.5%
1.4%
Between 8 and 9 hours
0.7%
1.1%
0.3%
0.0%
1.1%
0.6%
0.5%
0.8%
0.8%
0.6%
0.8%
0.0%
More than 9 hours
1.5%
1.9%
0.9%
1.5%
1.5%
1.8%
1.6%
1.0%
0.8%
2.4%
1.5%
1.4%
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
A television set
Less than 30 minutes
connected to the
31‐60 minutes
internet (Weekday)
Between 1 and 2 hours
25.2%
25.3%
25.0%
25.4%
28.8%
22.9%
21.8%
27.2%
27.8%
21.4%
24.8%
26.7%
20.9%
22.3%
19.4%
24.6%
22.3%
17.8%
24.4%
17.9%
22.2%
19.1%
21.4%
18.5%
24.2%
24.0%
24.4%
24.6%
18.1%
29.2%
23.7%
24.8%
23.3%
25.4%
25.4%
18.5%
Between 2 and 3 hours
14.4%
13.7%
15.2%
14.4%
13.5%
14.0%
13.0%
16.6%
14.2%
14.6%
13.5%
18.5%
Between 3 and 4 hours
7.5%
7.3%
7.8%
5.1%
9.3%
7.6%
9.2%
5.6%
6.4%
9.1%
7.5%
7.7%
Between 4 and 5 hours
3.4%
2.7%
4.1%
2.5%
4.7%
3.8%
2.7%
3.0%
2.7%
4.2%
3.0%
5.1%
Between 5 and 6 hours
1.9%
1.4%
2.4%
2.5%
0.5%
0.8%
3.1%
2.3%
1.4%
2.5%
1.8%
2.1%
Between 6 and 7 hours
1.0%
1.0%
0.9%
0.0%
1.4%
1.3%
0.8%
1.0%
0.9%
1.1%
1.1%
0.5%
Between 8 and 9 hours
0.4%
0.7%
0.2%
0.0%
0.5%
1.3%
0.4%
0.0%
0.5%
0.4%
0.2%
1.5%
More than 9 hours
1.2%
1.7%
0.7%
0.8%
0.9%
1.3%
1.1%
1.7%
0.6%
2.1%
1.3%
1.0%
105
Technology and Play
Gender
All
iPad tablet
computer
(Weekday)
Male
Age a
Female
< 1 year
1 year
Social Class a
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
41.3%
37.5%
45.5%
42.0%
52.1%
42.1%
39.0%
35.1%
45.4%
34.3%
42.5%
35.3%
31‐60 minutes
23.8%
27.2%
20.0%
24.1%
16.2%
28.6%
19.5%
29.0%
23.8%
23.8%
24.6%
19.9%
Between 1 and 2 hours
18.5%
17.5%
19.5%
17.0%
13.2%
14.7%
22.9%
21.4%
17.1%
20.7%
17.9%
21.4%
Between 2 and 3 hours
8.1%
9.4%
6.7%
11.6%
6.8%
7.9%
8.2%
7.8%
7.5%
9.2%
7.4%
11.4%
Between 3 and 4 hours
4.3%
4.5%
4.1%
0.9%
5.6%
4.4%
5.1%
3.8%
3.3%
5.9%
4.1%
5.5%
Between 4 and 5 hours
1.9%
1.7%
2.2%
1.8%
2.1%
1.2%
2.7%
1.7%
1.5%
2.6%
1.7%
3.0%
Between 5 and 6 hours
0.6%
0.5%
0.9%
0.9%
1.7%
0.4%
0.7%
0.0%
0.5%
0.9%
0.5%
1.5%
Between 6 and 7 hours
0.2%
0.2%
0.3%
0.0%
0.0%
0.4%
0.7%
0.0%
0.3%
0.2%
0.3%
0.0%
Between 8 and 9 hours
0.4%
0.6%
0.2%
0.0%
0.9%
0.0%
0.3%
0.6%
0.1%
0.9%
0.4%
0.5%
More than 9 hours
0.8%
1.1%
0.5%
1.8%
1.3%
0.4%
0.7%
Gender
All
Samsung Galaxy
Tab (Weekday)
2 years
Male
0.6%
0.4%
1.5%
0.7%
1.5%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
41.1%
35.8%
46.8%
44.7%
47.1%
39.9%
30.2%
44.1%
41.9%
40.1%
44.9%
25.5%
31‐60 minutes
24.1%
26.5%
21.6%
18.4%
16.1%
25.9%
27.5%
28.7%
24.5%
23.8%
24.0%
24.8%
Between 1 and 2 hours
15.3%
16.6%
13.8%
17.1%
12.9%
16.5%
18.8%
12.8%
14.8%
15.8%
14.1%
20.0%
Between 2 and 3 hours
8.2%
8.8%
7.5%
6.6%
7.7%
8.9%
11.4%
6.2%
7.8%
8.6%
7.5%
11.0%
Between 3 and 4 hours
5.9%
6.5%
5.2%
7.9%
8.4%
5.1%
5.4%
4.1%
4.9%
6.9%
5.1%
9.0%
Between 4 and 5 hours
3.3%
2.9%
3.7%
3.9%
4.5%
2.5%
4.7%
1.5%
3.9%
2.6%
2.7%
5.5%
Between 5 and 6 hours
1.1%
1.3%
0.9%
0.0%
2.6%
0.6%
0.7%
1.0%
0.8%
1.4%
1.0%
1.4%
Between 6 and 7 hours
0.3%
0.3%
0.3%
0.0%
0.0%
0.6%
0.0%
0.5%
0.0%
0.6%
0.2%
0.7%
Between 8 and 9 hours
0.3%
0.3%
0.3%
0.0%
0.0%
0.0%
0.0%
1.0%
0.5%
0.0%
0.0%
1.4%
More than 9 hours
0.5%
1.0%
0.0%
1.3%
0.6%
0.0%
1.3%
0.0%
0.8%
0.3%
0.5%
0.7%
a invalid statistical test due to large number of cells with expected frequencies below 5
106
Technology and Play
Gender
All
Microsoft Surface
(Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
33.1%
30.6%
36.8%
29.5%
34.2%
34.1%
28.3%
37.1%
38.0%
27.6%
33.3%
32.4%
31‐60 minutes
19.0%
19.4%
18.4%
18.2%
15.1%
18.2%
22.6%
21.4%
14.0%
24.6%
20.5%
14.9%
Between 1 and 2 hours
18.0%
18.2%
17.5%
13.6%
19.2%
15.9%
22.6%
17.1%
18.7%
17.2%
17.1%
20.3%
Between 2 and 3 hours
11.6%
12.9%
9.6%
15.9%
11.0%
6.8%
9.4%
14.3%
12.0%
11.2%
11.9%
10.8%
Between 3 and 4 hours
6.7%
7.6%
5.3%
6.8%
6.8%
11.4%
3.8%
5.7%
3.3%
10.4%
7.1%
5.4%
Between 4 and 5 hours
5.3%
4.1%
7.0%
13.6%
4.1%
4.5%
5.7%
1.4%
6.0%
4.5%
3.8%
9.5%
Between 5 and 6 hours
2.8%
2.9%
2.6%
0.0%
5.5%
4.5%
1.9%
1.4%
2.7%
3.0%
2.9%
2.7%
Between 6 and 7 hours
1.1%
1.2%
0.9%
0.0%
2.7%
2.3%
0.0%
0.0%
2.0%
0.0%
1.0%
1.4%
Between 8 and 9 hours
1.1%
1.2%
0.9%
2.3%
0.0%
0.0%
1.9%
1.4%
1.3%
0.7%
1.0%
1.4%
More than 9 hours
1.4%
1.8%
0.9%
0.0%
1.4%
2.3%
3.8%
0.0%
2.0%
0.7%
1.4%
1.4%
Gender
All
Amazon Fire
(Weekday)
2 years
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
34.6%
32.0%
38.6%
36.1%
36.2%
40.0%
29.2%
33.3%
40.0%
28.9%
36.4%
28.4%
31‐60 minutes
17.5%
17.4%
17.5%
11.1%
13.0%
18.0%
23.1%
19.4%
14.0%
21.1%
17.8%
16.4%
Between 1 and 2 hours
17.1%
16.3%
18.4%
22.2%
11.6%
10.0%
21.5%
20.8%
14.0%
20.4%
17.3%
16.4%
Between 2 and 3 hours
11.3%
13.5%
7.9%
19.4%
11.6%
8.0%
13.8%
6.9%
14.7%
7.7%
12.4%
7.5%
Between 3 and 4 hours
8.6%
7.9%
9.6%
8.3%
11.6%
10.0%
4.6%
8.3%
4.0%
13.4%
8.0%
10.4%
Between 4 and 5 hours
4.8%
3.9%
6.1%
2.8%
5.8%
10.0%
1.5%
4.2%
5.3%
4.2%
3.1%
10.4%
Between 5 and 6 hours
2.7%
3.9%
0.9%
0.0%
1.4%
4.0%
1.5%
5.6%
3.3%
2.1%
2.2%
4.5%
Between 6 and 7 hours
2.1%
2.8%
0.9%
0.0%
5.8%
0.0%
3.1%
0.0%
2.7%
1.4%
1.3%
4.5%
Between 8 and 9 hours
0.3%
0.6%
0.0%
0.0%
1.4%
0.0%
0.0%
0.0%
0.7%
0.0%
0.4%
0.0%
More than 9 hours
1.0%
1.7%
0.0%
0.0%
1.4%
0.0%
1.5%
1.4%
1.3%
0.7%
0.9%
1.5%
107
Technology and Play
Gender
All
Kindle Fire
(Weekday)
Male
Age a
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
47.1%
45.8%
48.9%
38.8%
44.1%
59.6%
43.3%
48.1%
50.9%
42.3%
50.8%
29.1%
31‐60 minutes
18.1%
19.4%
16.4%
7.5%
16.1%
12.8%
23.3%
24.0%
15.9%
20.9%
19.4%
11.6%
Between 1 and 2 hours
14.9%
13.7%
16.4%
19.4%
14.0%
12.8%
17.5%
12.4%
14.5%
15.5%
13.7%
20.9%
Between 2 and 3 hours
6.4%
7.4%
5.0%
14.9%
1.1%
4.3%
7.5%
6.2%
6.4%
6.4%
5.5%
10.5%
Between 3 and 4 hours
6.0%
6.0%
5.9%
11.9%
10.8%
6.4%
1.7%
3.1%
3.5%
9.1%
4.8%
11.6%
Between 4 and 5 hours
3.6%
3.2%
4.1%
4.5%
7.5%
2.1%
0.8%
3.9%
4.2%
2.7%
2.9%
7.0%
Between 5 and 6 hours
2.2%
2.1%
2.3%
0.0%
4.3%
1.1%
2.5%
2.3%
2.5%
1.8%
1.4%
5.8%
Between 6 and 7 hours
0.4%
0.4%
0.5%
3.0%
0.0%
0.0%
0.0%
0.0%
0.4%
0.5%
0.2%
1.2%
Between 8 and 9 hours
0.6%
1.1%
0.0%
0.0%
1.1%
1.1%
0.8%
0.0%
1.1%
0.0%
0.5%
1.2%
More than 9 hours
0.8%
1.1%
0.5%
0.0%
1.1%
0.0%
2.5%
Gender
All
Tesco Hudl
(Weekday)
2 years
Male
0.0%
0.7%
0.9%
0.7%
1.2%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
36.4%
36.7%
36.1%
32.4%
36.8%
39.7%
36.4%
35.1%
40.3%
31.1%
39.4%
24.3%
31‐60 minutes
23.4%
23.2%
23.8%
17.6%
14.7%
25.6%
26.0%
27.8%
19.4%
29.1%
25.7%
14.3%
Between 1 and 2 hours
14.1%
14.5%
13.6%
20.6%
8.8%
15.4%
11.7%
16.5%
16.0%
11.5%
11.6%
24.3%
Between 2 and 3 hours
7.9%
7.7%
8.2%
8.8%
8.8%
5.1%
9.1%
8.2%
8.3%
7.4%
7.4%
10.0%
Between 3 and 4 hours
6.8%
6.8%
6.8%
14.7%
10.3%
2.6%
6.5%
5.2%
6.3%
7.4%
6.0%
10.0%
Between 4 and 5 hours
5.9%
5.3%
6.8%
2.9%
8.8%
5.1%
5.2%
6.2%
4.9%
7.4%
4.2%
12.9%
Between 5 and 6 hours
2.3%
1.4%
3.4%
0.0%
5.9%
2.6%
1.3%
1.0%
1.5%
3.4%
2.5%
1.4%
Between 6 and 7 hours
1.4%
1.4%
1.4%
2.9%
4.4%
1.3%
0.0%
0.0%
1.5%
1.4%
1.4%
1.4%
Between 8 and 9 hours
0.3%
0.5%
0.0%
0.0%
0.0%
1.3%
0.0%
0.0%
0.0%
0.7%
0.4%
0.0%
More than 9 hours
1.4%
2.4%
0.0%
0.0%
1.5%
1.3%
3.9%
0.0%
1.9%
0.7%
1.4%
1.4%
a invalid statistical test due to large number of cells with expected frequencies below 5
108
Technology and Play
Gender
All
Other tablet
computer
(Weekday)
Male
Age
Female
< 1 year
1 year
Social Class a
3 years
4 to 5 years
ABC1
Ethnicity*.203
C2DE
White
BME
Less than 30 minutes
46.2%
43.7%
48.9%
45.5%
48.7%
47.7%
45.2%
44.7%
51.5%
40.6%
48.7%
33.0%
31‐60 minutes
20.5%
21.1%
19.7%
19.7%
16.8%
24.6%
22.9%
18.1%
15.5%
25.7%
20.9%
18.3%
Between 1 and 2 hours
14.4%
15.7%
13.0%
7.6%
11.5%
11.5%
14.6%
20.1%
14.0%
14.9%
14.0%
16.5%
Between 2 and 3 hours
8.0%
7.4%
8.6%
12.1%
8.0%
7.7%
7.0%
7.5%
7.9%
8.0%
7.6%
10.1%
Between 3 and 4 hours
4.5%
4.9%
4.1%
10.6%
7.1%
3.1%
3.2%
3.0%
3.8%
5.3%
3.4%
10.1%
Between 4 and 5 hours
2.9%
2.9%
2.9%
4.5%
5.3%
2.3%
1.3%
2.5%
3.8%
1.9%
2.0%
7.3%
Between 5 and 6 hours
1.2%
1.4%
1.0%
0.0%
0.9%
0.0%
1.9%
2.0%
1.8%
0.6%
1.1%
1.8%
Between 6 and 7 hours
0.6%
0.9%
0.3%
0.0%
0.9%
0.8%
0.6%
0.5%
0.0%
1.2%
0.7%
0.0%
Between 8 and 9 hours
0.3%
0.0%
0.6%
0.0%
0.0%
0.8%
0.0%
0.5%
0.3%
0.3%
0.2%
0.9%
More than 9 hours
1.5%
2.0%
1.0%
0.0%
0.9%
1.5%
3.2%
Gender
All
iPhone (Weekday)
2 years
Male
1.0%
1.5%
1.5%
1.4%
1.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
58.1%
54.9%
61.8%
50.0%
55.0%
56.9%
58.6%
63.8%
63.3%
50.0%
62.8%
39.1%
31‐60 minutes
15.4%
15.7%
15.1%
13.0%
14.1%
18.6%
16.7%
14.0%
13.6%
18.3%
14.3%
19.8%
Between 1 and 2 hours
10.5%
11.3%
9.4%
13.0%
10.5%
12.2%
8.1%
10.2%
9.7%
11.6%
9.2%
15.6%
Between 2 and 3 hours
6.4%
7.3%
5.4%
11.0%
5.8%
5.9%
6.8%
5.3%
5.4%
7.9%
5.7%
9.4%
Between 3 and 4 hours
4.9%
5.4%
4.3%
8.0%
7.9%
4.8%
3.6%
2.6%
3.9%
6.3%
4.0%
8.3%
Between 4 and 5 hours
2.2%
1.9%
2.5%
1.0%
5.2%
1.1%
1.4%
1.9%
2.2%
2.1%
1.8%
3.6%
Between 5 and 6 hours
1.1%
1.3%
0.9%
2.0%
0.0%
0.0%
3.2%
0.8%
0.7%
1.9%
0.9%
2.1%
Between 6 and 7 hours
0.4%
0.6%
0.2%
0.0%
0.5%
0.0%
0.9%
0.4%
0.5%
0.3%
0.4%
0.5%
Between 8 and 9 hours
0.5%
0.8%
0.2%
1.0%
0.5%
0.5%
0.0%
0.8%
0.3%
0.8%
0.5%
0.5%
More than 9 hours
0.5%
0.8%
0.2%
1.0%
0.5%
0.0%
0.9%
0.4%
0.3%
0.8%
0.4%
1.0%
a invalid statistical test due to large number of cells with expected frequencies below 5
109
Technology and Play
Gender
All
Samsung Galaxy
(Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity*.185
C2DE
White
BME
Less than 30 minutes
56.5%
50.4%
63.3%
51.2%
53.0%
55.9%
56.4%
62.5%
60.0%
52.2%
60.4%
41.6%
31‐60 minutes
16.3%
18.3%
14.0%
8.1%
15.2%
19.6%
17.3%
17.4%
13.8%
19.4%
16.1%
16.8%
Between 1 and 2 hours
11.1%
13.3%
8.7%
16.3%
9.9%
10.5%
12.2%
9.2%
12.0%
10.0%
9.5%
17.4%
Between 2 and 3 hours
6.0%
5.3%
6.7%
11.6%
7.3%
4.9%
5.8%
3.3%
5.3%
6.9%
5.3%
8.7%
Between 3 and 4 hours
3.8%
5.0%
2.3%
2.3%
7.9%
2.1%
2.6%
3.3%
3.3%
4.4%
3.3%
5.4%
Between 4 and 5 hours
2.5%
2.9%
2.0%
4.7%
3.3%
2.8%
1.3%
1.6%
2.8%
2.2%
1.9%
4.7%
Between 5 and 6 hours
1.8%
2.4%
1.2%
3.5%
1.3%
0.7%
2.6%
1.6%
1.0%
2.8%
1.6%
2.7%
Between 6 and 7 hours
0.6%
0.5%
0.6%
0.0%
0.0%
1.4%
0.6%
0.5%
0.5%
0.6%
0.5%
0.7%
Between 8 and 9 hours
0.4%
0.3%
0.6%
1.2%
0.7%
0.7%
0.0%
0.0%
0.3%
0.6%
0.5%
0.0%
More than 9 hours
1.1%
1.6%
0.6%
1.2%
1.3%
1.4%
1.3%
0.5%
1.3%
0.9%
0.9%
2.0%
Gender
All
HTC (Weekday)
2 years
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
44.6%
41.4%
48.4%
35.6%
39.0%
48.3%
50.0%
47.7%
48.3%
40.4%
46.1%
31‐60 minutes
15.2%
17.2%
12.9%
11.1%
13.4%
15.5%
13.2%
20.5%
11.7%
19.3%
17.7%
8.0%
Between 1 and 2 hours
12.3%
12.4%
12.3%
11.1%
14.6%
10.3%
13.2%
11.4%
12.8%
11.8%
12.2%
12.6%
Between 2 and 3 hours
9.1%
8.6%
9.7%
15.6%
11.0%
6.9%
7.4%
6.8%
10.0%
8.1%
7.5%
13.8%
Between 3 and 4 hours
6.2%
8.1%
3.9%
13.3%
6.1%
6.9%
5.9%
2.3%
6.1%
6.2%
5.5%
8.0%
Between 4 and 5 hours
5.9%
4.8%
7.1%
8.9%
9.8%
5.2%
2.9%
3.4%
6.1%
5.6%
5.9%
5.7%
Between 5 and 6 hours
3.8%
4.3%
3.2%
4.4%
2.4%
3.4%
2.9%
5.7%
2.8%
5.0%
2.8%
6.9%
Between 6 and 7 hours
0.6%
0.0%
1.3%
0.0%
0.0%
1.7%
1.5%
0.0%
0.6%
0.6%
0.4%
1.1%
Between 8 and 9 hours
1.2%
1.1%
1.3%
0.0%
1.2%
1.7%
1.5%
1.1%
0.6%
1.9%
1.2%
1.1%
More than 9 hours
1.2%
2.2%
0.0%
0.0%
2.4%
0.0%
1.5%
1.1%
1.1%
1.2%
0.8%
2.3%
40.2%
110
Technology and Play
Gender
All
Nokia (Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
45.1%
41.1%
50.4%
41.3%
44.9%
38.6%
50.8%
47.1%
46.3%
44.0%
49.8%
29.3%
31‐60 minutes
16.7%
20.5%
11.5%
6.5%
13.0%
28.1%
18.5%
16.1%
14.1%
18.9%
14.9%
22.7%
Between 1 and 2 hours
11.7%
13.0%
10.1%
15.2%
13.0%
7.0%
9.2%
13.8%
11.4%
12.0%
11.6%
12.0%
Between 2 and 3 hours
8.0%
7.6%
8.6%
17.4%
5.8%
8.8%
4.6%
6.9%
9.4%
6.9%
6.0%
14.7%
Between 3 and 4 hours
7.7%
7.0%
8.6%
19.6%
7.2%
7.0%
3.1%
5.7%
6.0%
9.1%
8.8%
4.0%
Between 4 and 5 hours
3.7%
5.4%
1.4%
0.0%
8.7%
1.8%
1.5%
4.6%
4.7%
2.9%
3.2%
5.3%
Between 5 and 6 hours
3.1%
1.6%
5.0%
0.0%
2.9%
3.5%
6.2%
2.3%
2.7%
3.4%
2.4%
5.3%
Between 6 and 7 hours
2.2%
2.2%
2.2%
0.0%
2.9%
1.8%
3.1%
2.3%
2.0%
2.3%
2.0%
2.7%
Between 8 and 9 hours
0.9%
0.5%
1.4%
0.0%
0.0%
3.5%
0.0%
1.1%
2.0%
0.0%
0.8%
1.3%
More than 9 hours
0.9%
1.1%
0.7%
0.0%
1.4%
0.0%
3.1%
0.0%
1.3%
0.6%
0.4%
2.7%
Gender
All
Sony (Weekday)
2 years
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
43.4%
41.5%
46.4%
39.5%
42.5%
49.3%
48.1%
37.0%
47.5%
39.2%
46.1%
31‐60 minutes
17.1%
17.9%
15.9%
11.6%
15.0%
16.4%
16.5%
23.5%
14.0%
20.5%
19.7%
8.6%
Between 1 and 2 hours
14.0%
13.7%
14.5%
18.6%
12.5%
11.9%
16.5%
12.3%
16.2%
11.7%
11.5%
22.2%
Between 2 and 3 hours
9.4%
10.4%
8.0%
16.3%
7.5%
7.5%
6.3%
12.3%
6.7%
12.3%
9.3%
9.9%
Between 3 and 4 hours
5.4%
5.2%
5.8%
9.3%
7.5%
6.0%
1.3%
4.9%
3.4%
7.6%
4.8%
7.4%
Between 4 and 5 hours
3.4%
3.3%
3.6%
2.3%
3.8%
3.0%
3.8%
3.7%
4.5%
2.3%
2.2%
7.4%
Between 5 and 6 hours
2.9%
2.8%
2.9%
2.3%
3.8%
3.0%
3.8%
1.2%
2.2%
3.5%
2.6%
3.7%
Between 6 and 7 hours
1.1%
1.4%
0.7%
0.0%
5.0%
0.0%
0.0%
0.0%
1.7%
0.6%
1.1%
1.2%
Between 8 and 9 hours
1.1%
0.9%
1.4%
0.0%
0.0%
1.5%
2.5%
1.2%
1.1%
1.2%
1.1%
1.2%
More than 9 hours
2.0%
2.8%
0.7%
0.0%
2.5%
1.5%
1.3%
3.7%
2.8%
1.2%
1.5%
3.7%
34.6%
111
Technology and Play
Gender
All
Other Smartphone
(Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
48.6%
46.2%
51.9%
39.5%
43.3%
53.0%
51.6%
51.2%
52.9%
44.4%
52.0%
36.2%
31‐60 minutes
17.2%
16.7%
18.0%
18.6%
8.3%
24.2%
15.6%
18.6%
11.5%
22.8%
16.4%
20.3%
Between 1 and 2 hours
8.8%
9.1%
8.3%
16.3%
6.7%
4.5%
10.9%
8.1%
7.0%
10.5%
9.2%
7.2%
Between 2 and 3 hours
11.3%
11.8%
10.5%
18.6%
13.3%
9.1%
9.4%
9.3%
10.8%
11.7%
9.2%
18.8%
Between 3 and 4 hours
6.3%
7.0%
5.3%
2.3%
13.3%
3.0%
3.1%
8.1%
7.0%
5.6%
6.4%
5.8%
Between 4 and 5 hours
3.1%
2.7%
3.8%
0.0%
6.7%
4.5%
4.7%
0.0%
4.5%
1.9%
2.8%
4.3%
Between 5 and 6 hours
2.5%
3.8%
0.8%
2.3%
1.7%
1.5%
3.1%
3.5%
2.5%
2.5%
2.0%
4.3%
Between 6 and 7 hours
0.6%
0.5%
0.8%
2.3%
1.7%
0.0%
0.0%
0.0%
1.3%
0.0%
0.4%
1.4%
Between 8 and 9 hours
0.6%
1.1%
0.0%
0.0%
1.7%
0.0%
0.0%
1.2%
1.3%
0.0%
0.8%
0.0%
More than 9 hours
0.9%
1.1%
0.8%
0.0%
3.3%
0.0%
1.6%
0.0%
1.3%
0.6%
0.8%
1.4%
Gender
All
Xbox (Weekday)
2 years
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
45.3%
43.4%
47.5%
39.0%
50.0%
53.0%
42.5%
42.4%
45.8%
44.7%
47.7%
32.6%
31‐60 minutes
19.1%
18.2%
20.1%
13.4%
13.0%
20.5%
19.4%
23.7%
19.8%
18.4%
20.1%
14.0%
Between 1 and 2 hours
15.5%
17.3%
13.4%
23.2%
9.6%
11.4%
14.0%
20.0%
15.7%
15.4%
14.7%
20.2%
Between 2 and 3 hours
8.3%
8.8%
7.8%
14.6%
8.9%
5.3%
9.7%
6.5%
7.5%
9.3%
7.6%
12.4%
Between 3 and 4 hours
4.0%
4.8%
3.1%
3.7%
5.5%
2.3%
5.4%
3.3%
3.6%
4.5%
4.1%
3.9%
Between 4 and 5 hours
4.0%
3.0%
5.3%
4.9%
5.5%
5.3%
4.8%
1.6%
4.3%
3.7%
3.5%
7.0%
Between 5 and 6 hours
1.1%
1.4%
0.8%
1.2%
1.4%
0.0%
1.6%
1.2%
1.0%
1.3%
0.8%
3.1%
Between 6 and 7 hours
1.6%
1.8%
1.4%
0.0%
4.1%
2.3%
1.6%
0.4%
1.7%
1.6%
0.9%
5.4%
Between 8 and 9 hours
0.5%
0.5%
0.6%
0.0%
1.4%
0.0%
0.5%
0.4%
0.2%
0.8%
0.5%
0.8%
More than 9 hours
0.4%
0.7%
0.0%
0.0%
0.7%
0.0%
0.5%
0.4%
0.5%
0.3%
0.3%
0.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
112
Technology and Play
Gender
All
Playstation
(Weekday)
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity**.227
C2DE
White
BME
Less than 30 minutes
51.1%
47.9%
55.2%
44.3%
47.7%
56.8%
47.6%
54.6%
53.7%
47.9%
53.8%
31‐60 minutes
15.6%
16.1%
14.9%
15.2%
13.4%
15.5%
13.9%
18.3%
13.8%
17.8%
17.0%
9.0%
Between 1 and 2 hours
13.0%
14.8%
10.7%
16.5%
8.7%
13.5%
17.6%
10.8%
12.9%
13.2%
11.7%
19.3%
Between 2 and 3 hours
8.7%
10.5%
6.5%
15.2%
10.1%
3.4%
10.2%
8.0%
8.7%
8.8%
8.4%
10.3%
Between 3 and 4 hours
4.7%
3.7%
5.9%
2.5%
8.1%
5.4%
5.3%
2.4%
3.3%
6.3%
4.2%
6.9%
Between 4 and 5 hours
1.7%
1.7%
1.7%
1.3%
2.7%
0.7%
1.1%
2.4%
2.0%
1.4%
1.3%
3.4%
Between 5 and 6 hours
2.6%
2.6%
2.5%
3.8%
4.0%
3.4%
2.7%
0.8%
2.4%
2.7%
1.5%
7.6%
Between 6 and 7 hours
1.5%
1.5%
1.4%
1.3%
2.7%
1.4%
0.5%
1.6%
1.8%
1.1%
1.2%
2.8%
Between 8 and 9 hours
0.4%
0.0%
0.8%
0.0%
2.0%
0.0%
0.0%
0.0%
0.7%
0.0%
0.3%
0.7%
More than 9 hours
0.7%
1.1%
0.3%
0.0%
0.7%
0.0%
1.1%
1.2%
0.7%
0.8%
0.6%
1.4%
All
Nintendo Wii or
WiiU (Weekday)
Male
Gender
Male
Female
< 1 year
1 year
Age a
2 years
Social Class
3 years
4 to 5 years
ABC1
38.6%
Ethnicity a
C2DE
White
BME
Less than 30 minutes
57.7%
53.9%
61.9%
45.9%
56.6%
61.7%
57.4%
59.1%
60.2%
54.2%
60.4%
41.8%
31‐60 minutes
16.7%
18.4%
14.8%
16.5%
10.1%
19.7%
17.4%
17.9%
15.5%
18.4%
17.5%
12.3%
Between 1 and 2 hours
11.2%
12.2%
10.1%
15.3%
12.6%
8.2%
14.0%
9.1%
12.1%
10.0%
10.2%
17.1%
Between 2 and 3 hours
5.4%
5.6%
5.2%
11.8%
3.1%
3.8%
3.3%
7.3%
4.7%
6.4%
4.7%
9.6%
Between 3 and 4 hours
3.0%
3.4%
2.6%
3.5%
5.7%
1.1%
3.7%
2.1%
2.1%
4.3%
3.0%
2.7%
Between 4 and 5 hours
2.4%
2.4%
2.4%
1.2%
4.4%
2.7%
1.2%
2.4%
2.9%
1.7%
1.8%
6.2%
Between 5 and 6 hours
1.8%
2.1%
1.5%
3.5%
2.5%
1.1%
2.1%
1.2%
0.9%
3.1%
1.2%
5.5%
Between 6 and 7 hours
1.2%
1.3%
1.1%
1.2%
3.8%
1.1%
0.4%
0.6%
1.2%
1.2%
0.8%
3.4%
Between 8 and 9 hours
0.2%
0.0%
0.4%
0.0%
0.6%
0.5%
0.0%
0.0%
0.2%
0.2%
0.1%
0.7%
More than 9 hours
0.4%
0.7%
0.0%
1.2%
0.6%
0.0%
0.4%
0.3%
0.3%
0.5%
0.4%
0.7%
a invalid statistical test due to large number of cells with expected frequencies below 5
113
Technology and Play
Gender
All
PSP (Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
43.2%
41.8%
45.3%
35.8%
40.4%
48.8%
45.5%
42.5%
47.1%
38.5%
45.3%
36.1%
31‐60 minutes
17.4%
17.5%
17.2%
17.0%
13.5%
15.5%
18.8%
20.1%
15.4%
19.7%
19.0%
12.0%
Between 1 and 2 hours
16.7%
17.1%
16.1%
20.8%
14.6%
13.1%
14.3%
20.9%
15.1%
18.8%
15.7%
20.4%
Between 2 and 3 hours
6.8%
7.5%
5.7%
7.5%
5.6%
7.1%
7.1%
6.7%
5.8%
8.0%
7.1%
5.6%
Between 3 and 4 hours
5.7%
5.7%
5.7%
5.7%
11.2%
6.0%
4.5%
3.0%
5.8%
5.6%
4.7%
9.3%
Between 4 and 5 hours
4.4%
4.6%
4.2%
5.7%
6.7%
3.6%
4.5%
3.0%
4.6%
4.2%
3.8%
6.5%
Between 5 and 6 hours
1.9%
1.4%
2.6%
3.8%
2.2%
0.0%
2.7%
1.5%
2.3%
1.4%
1.4%
3.7%
Between 6 and 7 hours
1.9%
2.5%
1.0%
1.9%
2.2%
3.6%
0.9%
1.5%
1.9%
1.9%
1.6%
2.8%
Between 8 and 9 hours
1.1%
0.7%
1.6%
0.0%
2.2%
1.2%
0.9%
0.7%
1.2%
0.9%
0.8%
1.9%
More than 9 hours
0.8%
1.1%
0.5%
1.9%
1.1%
1.2%
0.9%
0.0%
0.8%
0.9%
0.5%
1.9%
Gender
All
Nintendo DS
(Weekday)
2 years
Male
Age a
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
51.4%
48.8%
54.6%
47.0%
49.6%
59.2%
49.5%
50.9%
52.8%
49.9%
53.5%
39.5%
31‐60 minutes
19.3%
22.1%
15.9%
18.1%
14.1%
19.0%
18.9%
22.5%
20.6%
17.8%
19.3%
19.4%
Between 1 and 2 hours
11.6%
12.2%
11.0%
7.2%
8.9%
6.1%
15.8%
14.2%
9.8%
13.7%
12.1%
9.3%
Between 2 and 3 hours
7.5%
6.6%
8.6%
15.7%
8.1%
6.1%
7.1%
5.9%
7.0%
8.1%
7.1%
10.1%
Between 3 and 4 hours
4.4%
4.3%
4.4%
8.4%
7.4%
4.8%
3.1%
2.4%
4.3%
4.4%
3.6%
8.5%
Between 4 and 5 hours
2.1%
2.1%
2.1%
1.2%
2.2%
1.4%
2.6%
2.4%
1.8%
2.4%
1.9%
3.1%
Between 5 and 6 hours
1.9%
1.9%
1.8%
2.4%
5.2%
1.4%
2.0%
0.3%
1.6%
2.2%
1.2%
5.4%
Between 6 and 7 hours
1.1%
1.3%
0.8%
0.0%
2.2%
0.7%
0.5%
1.4%
1.1%
1.0%
1.0%
1.6%
Between 8 and 9 hours
0.2%
0.0%
0.5%
0.0%
0.7%
0.7%
0.0%
0.0%
0.2%
0.2%
0.0%
1.6%
More than 9 hours
0.5%
0.6%
0.3%
0.0%
1.5%
0.7%
0.5%
a
0.0%
0.7%
0.2%
0.3%
1.6%
invalid statistical test due to large number of cells with expected frequencies below 5
114
Technology and Play
Gender
All
PC or Laptop
(Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
58.9%
57.0%
60.9%
46.6%
57.5%
65.4%
58.6%
59.1%
61.4%
55.4%
62.8%
39.6%
31‐60 minutes
17.0%
18.8%
15.1%
16.1%
11.4%
16.4%
16.6%
20.9%
16.2%
18.1%
16.8%
17.8%
Between 1 and 2 hours
10.3%
9.4%
11.1%
14.4%
9.6%
8.6%
11.8%
9.4%
9.6%
11.2%
9.2%
15.7%
Between 2 and 3 hours
6.7%
7.2%
6.1%
11.0%
8.3%
4.1%
7.0%
6.0%
6.8%
6.6%
5.5%
12.6%
Between 3 and 4 hours
3.0%
2.8%
3.2%
5.1%
5.3%
2.6%
2.2%
2.1%
2.0%
4.3%
2.6%
5.2%
Between 4 and 5 hours
1.5%
1.4%
1.7%
3.4%
3.5%
0.7%
1.0%
0.9%
1.5%
1.6%
1.3%
2.6%
Between 5 and 6 hours
0.8%
0.8%
0.8%
0.8%
1.3%
0.4%
1.3%
0.5%
0.9%
0.7%
0.8%
0.9%
Between 6 and 7 hours
0.9%
1.3%
0.5%
0.0%
1.8%
0.7%
1.0%
0.7%
0.5%
1.4%
0.6%
2.2%
Between 8 and 9 hours
0.4%
0.4%
0.3%
0.8%
0.9%
0.4%
0.0%
0.2%
0.6%
0.0%
0.2%
1.3%
More than 9 hours
0.6%
0.8%
0.3%
1.7%
0.4%
0.7%
0.6%
0.2%
0.5%
0.7%
0.3%
2.2%
Gender
All
E‐Reader
(Weekday)
2 years
Male
Age a
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
54.7%
51.1%
59.1%
45.3%
50.9%
68.8%
49.6%
56.4%
60.8%
46.0%
58.0%
36.6%
31‐60 minutes
14.4%
16.7%
11.6%
20.0%
9.6%
9.8%
15.1%
17.6%
12.7%
16.8%
14.6%
12.9%
Between 1 and 2 hours
12.4%
12.5%
12.3%
10.7%
12.3%
7.1%
18.0%
12.1%
10.4%
15.2%
11.1%
19.4%
Between 2 and 3 hours
6.3%
6.4%
6.2%
13.3%
3.5%
5.4%
5.8%
6.1%
6.2%
6.4%
5.7%
9.7%
Between 3 and 4 hours
6.1%
6.7%
5.4%
8.0%
9.6%
5.4%
5.0%
4.2%
4.5%
8.4%
5.7%
8.6%
Between 4 and 5 hours
2.1%
2.1%
2.2%
0.0%
5.3%
0.9%
2.2%
1.8%
2.0%
2.4%
1.6%
5.4%
Between 5 and 6 hours
1.7%
1.8%
1.4%
1.3%
2.6%
0.0%
3.6%
0.6%
1.1%
2.4%
1.6%
2.2%
Between 6 and 7 hours
1.3%
1.8%
0.7%
0.0%
2.6%
2.7%
0.0%
1.2%
0.8%
2.0%
1.0%
3.2%
Between 8 and 9 hours
0.3%
0.0%
0.7%
0.0%
1.8%
0.0%
0.0%
0.0%
0.6%
0.0%
0.4%
0.0%
More than 9 hours
0.7%
0.9%
0.4%
1.3%
1.8%
0.0%
0.7%
0.0%
0.8%
0.4%
0.4%
2.2%
a invalid statistical test due to large number of cells with expected frequencies below 5
115
Technology and Play
Gender
All
PVR or Digital Video
Recorder
(Weekday)
Male
Age
Female
< 1 year
1 year
2 years
Social Class a
3 years
4 to 5 years
Ethnicity a
C2DE
White
BME
Less than 30 minutes
47.9%
43.2%
52.8%
41.3%
47.9%
48.3%
45.1%
51.2%
52.5%
41.8%
49.3%
38.6%
31‐60 minutes
18.1%
20.6%
15.4%
13.3%
13.7%
17.4%
18.5%
21.8%
16.7%
19.9%
18.8%
13.2%
Between 1 and 2 hours
15.8%
16.4%
15.2%
25.3%
12.3%
9.9%
21.0%
15.1%
15.7%
16.0%
14.8%
22.8%
Between 2 and 3 hours
8.2%
8.4%
8.1%
8.0%
8.9%
12.8%
7.7%
5.6%
7.6%
9.0%
7.5%
13.2%
Between 3 and 4 hours
4.6%
4.9%
4.3%
9.3%
7.5%
4.1%
2.6%
3.5%
2.2%
7.7%
4.6%
4.4%
Between 4 and 5 hours
2.5%
2.7%
2.4%
1.3%
4.1%
4.7%
2.6%
0.7%
2.6%
2.4%
2.9%
0.0%
Between 5 and 6 hours
1.5%
2.2%
0.7%
0.0%
2.1%
1.7%
1.0%
1.8%
1.4%
1.6%
1.1%
4.4%
Between 6 and 7 hours
0.8%
0.9%
0.7%
1.3%
2.1%
0.6%
0.5%
0.4%
0.8%
0.8%
0.5%
2.6%
Between 8 and 9 hours
0.2%
0.2%
0.2%
0.0%
0.7%
0.0%
0.5%
0.0%
0.0%
0.5%
0.3%
0.0%
More than 9 hours
0.3%
0.4%
0.2%
0.0%
0.7%
0.6%
0.5%
a
Gender
All
DVD Recorder
(Weekday)
ABC1
Male
0.0%
0.4%
0.3%
0.3%
0.9%
invalid statistical test due to large number of cells with expected frequencies below 5
Age a
Female
< 1 year
1 year
2 years
Social Class a
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
51.4%
52.5%
50.2%
35.9%
48.1%
52.2%
52.5%
56.3%
57.8%
42.9%
53.1%
42.8%
31‐60 minutes
19.0%
20.1%
17.7%
12.8%
15.3%
19.5%
22.5%
19.5%
17.6%
20.8%
19.8%
14.5%
Between 1 and 2 hours
13.3%
11.8%
14.9%
23.1%
8.4%
15.7%
9.8%
14.0%
10.8%
16.6%
13.2%
13.8%
Between 2 and 3 hours
6.5%
5.2%
8.0%
11.5%
12.2%
3.1%
7.4%
3.7%
6.4%
6.6%
5.2%
13.0%
Between 3 and 4 hours
4.3%
4.1%
4.5%
7.7%
6.9%
3.1%
4.4%
2.6%
3.3%
5.5%
3.7%
7.2%
Between 4 and 5 hours
2.4%
2.3%
2.5%
6.4%
0.8%
5.0%
0.5%
1.8%
1.9%
3.0%
2.4%
2.2%
Between 5 and 6 hours
1.2%
2.0%
0.2%
1.3%
2.3%
0.6%
0.5%
1.5%
0.6%
1.9%
1.1%
1.4%
Between 6 and 7 hours
0.8%
0.5%
1.2%
0.0%
2.3%
0.6%
1.0%
0.4%
1.0%
0.6%
0.6%
2.2%
Between 8 and 9 hours
0.2%
0.0%
0.5%
0.0%
0.8%
0.0%
0.5%
0.0%
0.0%
0.6%
0.3%
0.0%
More than 9 hours
0.9%
1.6%
0.2%
1.3%
3.1%
0.0%
1.0%
0.4%
0.6%
1.4%
0.6%
2.9%
a invalid statistical test due to large number of cells with expected frequencies below 5
116
Technology and Play
Gender
All
BluRay (Weekday)
Male
Age a
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Less than 30 minutes
51.7%
50.8%
52.8%
41.3%
49.7%
55.8%
51.8%
53.8%
56.6%
44.9%
53.4%
42.4%
31‐60 minutes
16.6%
17.8%
15.2%
13.3%
15.5%
13.6%
15.3%
21.2%
15.5%
18.2%
17.0%
14.4%
Between 1 and 2 hours
15.1%
15.2%
14.9%
17.3%
11.6%
17.0%
18.8%
12.7%
14.4%
16.0%
14.7%
16.9%
Between 2 and 3 hours
5.1%
3.7%
6.7%
10.7%
3.9%
3.4%
7.1%
3.8%
4.8%
5.5%
4.2%
10.2%
Between 3 and 4 hours
5.5%
6.3%
4.5%
8.0%
7.1%
6.1%
3.5%
4.7%
4.4%
7.1%
5.1%
7.6%
Between 4 and 5 hours
2.7%
2.1%
3.4%
6.7%
5.2%
2.0%
0.0%
2.1%
1.5%
4.3%
2.9%
1.7%
Between 5 and 6 hours
1.4%
2.1%
0.6%
0.0%
1.9%
0.7%
2.9%
0.8%
1.3%
1.5%
1.1%
3.4%
Between 6 and 7 hours
0.9%
0.7%
1.1%
0.0%
1.9%
1.4%
0.0%
0.8%
0.9%
0.9%
0.9%
0.8%
Between 8 and 9 hours
0.1%
0.0%
0.3%
1.3%
0.0%
0.0%
0.0%
0.0%
0.2%
0.0%
0.2%
0.0%
More than 9 hours
0.9%
1.2%
0.6%
1.3%
3.2%
0.0%
0.6%
0.0%
0.4%
1.5%
0.6%
2.5%
Gender
All
Digital Radio or DAB Less than 30 minutes
Radio (Weekday)
31‐60 minutes
Male
Age
Female
< 1 year
1 year
2 years
Social Class a
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
58.2%
56.6%
60.0%
44.9%
55.8%
63.9%
57.2%
61.1%
62.8%
51.8%
60.0%
48.3%
14.9%
17.1%
12.3%
12.8%
13.8%
12.5%
17.9%
15.4%
10.8%
20.6%
15.6%
11.0%
Between 1 and 2 hours
9.7%
9.4%
10.1%
14.1%
9.4%
6.9%
9.8%
10.1%
10.4%
8.9%
9.5%
11.0%
Between 2 and 3 hours
7.2%
5.8%
8.8%
15.4%
8.0%
5.6%
8.1%
4.5%
8.8%
4.9%
5.9%
14.4%
Between 3 and 4 hours
4.7%
4.6%
4.9%
2.6%
5.1%
4.9%
3.5%
6.1%
2.9%
7.4%
4.7%
5.1%
Between 4 and 5 hours
2.6%
3.6%
1.4%
6.4%
3.6%
2.8%
1.2%
1.6%
2.2%
3.1%
2.1%
5.1%
Between 5 and 6 hours
1.4%
1.7%
1.1%
2.6%
0.7%
1.4%
1.7%
1.2%
0.7%
2.5%
1.4%
1.7%
Between 6 and 7 hours
0.4%
0.0%
0.8%
0.0%
1.4%
0.7%
0.0%
0.0%
0.4%
0.3%
0.3%
0.8%
Between 8 and 9 hours
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
More than 9 hours
0.9%
1.2%
0.5%
1.3%
2.2%
1.4%
0.6%
0.0%
1.1%
0.6%
0.6%
2.5%
a invalid statistical test due to large number of cells with expected frequencies below 5
117
Technology and Play
Gender
All
Portable Media
Player (Weekday)
Male
Age
Female
< 1 year
1 year
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
51.2%
46.6%
56.5%
43.7%
45.6%
57.3%
56.9%
49.3%
57.5%
43.6%
53.5%
41.1%
31‐60 minutes
15.6%
18.2%
12.5%
15.5%
11.4%
15.4%
15.4%
19.1%
11.9%
20.1%
16.6%
11.2%
Between 1 and 2 hours
12.5%
10.9%
14.4%
18.3%
13.2%
7.7%
12.3%
13.2%
11.6%
13.6%
11.7%
15.9%
Between 2 and 3 hours
8.0%
9.3%
6.6%
9.9%
12.3%
7.7%
6.9%
5.3%
8.4%
7.6%
6.3%
15.9%
Between 3 and 4 hours
6.0%
7.0%
4.8%
5.6%
7.9%
4.3%
4.6%
7.2%
3.8%
8.7%
6.5%
3.7%
Between 4 and 5 hours
2.4%
2.9%
1.8%
2.8%
2.6%
2.6%
0.8%
3.3%
2.2%
2.7%
1.9%
4.7%
Between 5 and 6 hours
1.9%
2.2%
1.5%
2.8%
1.8%
3.4%
1.5%
0.7%
2.5%
1.1%
1.7%
2.8%
Between 6 and 7 hours
1.2%
1.6%
0.7%
0.0%
1.8%
0.9%
0.8%
2.0%
1.3%
1.1%
0.8%
2.8%
Between 8 and 9 hours
0.3%
0.3%
0.4%
0.0%
0.9%
0.9%
0.0%
0.0%
0.3%
0.4%
0.2%
0.9%
More than 9 hours
0.9%
1.0%
0.7%
1.4%
2.6%
0.0%
0.8%
Gender
All
Tablet computer
specifically for
children (Weekday)
2 years
Male
0.0%
0.6%
1.1%
0.8%
0.9%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 30 minutes
35.7%
35.7%
35.7%
30.6%
37.4%
38.8%
34.6%
35.2%
37.8%
33.4%
36.0%
34.1%
31‐60 minutes
23.8%
22.6%
25.1%
17.3%
17.9%
27.6%
23.2%
27.3%
23.9%
23.7%
25.9%
13.2%
Between 1 and 2 hours
18.7%
17.6%
19.9%
26.5%
13.4%
17.9%
21.9%
17.4%
19.7%
17.6%
18.4%
20.4%
Between 2 and 3 hours
9.4%
10.2%
8.4%
13.3%
14.0%
4.6%
10.5%
7.6%
8.5%
10.4%
8.4%
14.4%
Between 3 and 4 hours
5.7%
5.9%
5.5%
6.1%
8.4%
4.6%
5.5%
4.9%
4.3%
7.3%
5.3%
7.8%
Between 4 and 5 hours
2.9%
2.8%
2.9%
3.1%
2.8%
3.6%
1.3%
3.6%
3.0%
2.7%
3.0%
2.4%
Between 5 and 6 hours
1.2%
1.7%
0.6%
0.0%
2.2%
1.0%
0.4%
1.6%
0.9%
1.5%
0.9%
2.4%
Between 6 and 7 hours
1.1%
1.5%
0.6%
1.0%
1.1%
1.5%
0.8%
1.0%
1.3%
0.8%
0.8%
2.4%
Between 8 and 9 hours
0.3%
0.6%
0.0%
0.0%
1.1%
0.5%
0.0%
0.0%
0.2%
0.4%
0.1%
1.2%
More than 9 hours
1.3%
1.3%
1.2%
2.0%
1.7%
0.0%
1.7%
1.3%
0.4%
2.3%
1.2%
1.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
118
Technology and Play
Gender
All
MP3 player / iPod
used to play music
(Weekday)
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity*.183
C2DE
White
BME
Less than 30 minutes
57.2%
56.1%
58.4%
55.6%
55.6%
63.5%
55.2%
56.3%
61.5%
51.6%
59.4%
31‐60 minutes
14.6%
14.9%
14.2%
12.2%
11.2%
13.8%
15.5%
17.6%
13.1%
16.5%
15.5%
9.8%
Between 1 and 2 hours
11.9%
12.0%
11.7%
10.0%
11.2%
8.8%
13.4%
13.9%
11.9%
11.9%
10.9%
17.3%
Between 2 and 3 hours
5.9%
6.5%
5.2%
8.9%
7.1%
3.8%
6.2%
5.0%
5.4%
6.5%
5.6%
7.5%
Between 3 and 4 hours
5.3%
3.6%
7.2%
6.7%
8.3%
4.4%
6.2%
2.5%
3.1%
8.1%
4.6%
9.0%
Between 4 and 5 hours
1.5%
2.0%
1.0%
2.2%
2.4%
1.9%
0.0%
1.7%
1.3%
1.9%
1.1%
3.8%
Between 5 and 6 hours
1.8%
2.2%
1.2%
2.2%
1.2%
1.9%
1.5%
2.1%
2.1%
1.4%
1.4%
3.8%
Between 6 and 7 hours
0.6%
0.9%
0.2%
1.1%
0.6%
0.6%
0.5%
0.4%
0.4%
0.8%
0.4%
1.5%
Between 8 and 9 hours
0.6%
0.9%
0.2%
0.0%
0.6%
1.3%
0.5%
0.4%
0.8%
0.3%
0.4%
1.5%
More than 9 hours
0.7%
0.9%
0.5%
1.1%
1.8%
0.0%
1.0%
0.0%
0.4%
1.1%
0.7%
0.8%
45.1%
119
Technology and Play
A-Q4: On a normal weekend day, how much time does your child spend using the devices they have access to?
Other
Smartphone
(Weekend)
Sony (Weekend)
Nokia (Weekend)
HTC (Weekend)
Samsung Galaxy
(Weekend)
iPhone
(Weekend)
Other tablet
computer
(Weekend)
Tesco Hudl
(Weekend)
Kindle Fire
(Weekend)
Amazon Fire
(Weekend)
Microsoft Surface
(Weekend)
Samsung Galaxy
Tab (Weekend)
iPad tablet
computer
(Weekend)
A television set
connected to the
internet
(Weekend)
Standard TV Set
(Weekend)
A-Q4a – All respondents, usage by device
A‐Q4a – All respondents, usage by device
Notes:Notes:
Percentages
out of those
have access
to each
device,toe.g.
37.8%
of parents
saidoftheir
children
hadsaid
access
to an
iPad went
onaccess
to say that
theiriPad
childwent
uses iton
forto
less
Percentages
outwho
of those
who have
access
each
device,
e.g. who
37.8%
parents
who
their
children
had
to an
than
30
minutes
on
a
typical
weekend
day
say that their child uses it for less than 30 minutes on a typical weekend day.
Less than 30 minutes
22.1%
26.7%
37.8%
39.4%
33.8%
34.6%
47.9%
37.3%
45.1%
55.5%
55.6%
44.3%
41.4%
42.3%
31‐60 minutes
19.2%
19.7%
24.0%
25.4%
21.1%
17.5%
18.9%
22.0%
20.6%
18.3%
17.9%
19.1%
17.3%
18.6%
47.0%
16.3%
Between 1 and 2 hours
22.4%
20.7%
20.9%
14.5%
14.1%
13.0%
11.7%
14.7%
14.9%
10.5%
10.7%
10.0%
15.1%
12.9%
12.5%
Between 2 and 3 hours
17.0%
16.1%
8.3%
10.4%
11.3%
12.3%
8.3%
9.3%
7.7%
7.0%
6.8%
9.4%
7.7%
12.3%
9.4%
Between 3 and 4 hours
9.5%
8.1%
4.5%
4.4%
9.2%
10.6%
5.4%
6.8%
5.6%
5.0%
3.3%
7.6%
8.3%
5.4%
6.0%
Between 4 and 5 hours
5.2%
4.5%
2.2%
3.0%
4.2%
6.8%
3.8%
4.5%
2.3%
1.4%
2.2%
4.1%
3.1%
3.1%
4.4%
Between 5 and 6 hours
2.3%
1.7%
0.8%
1.1%
2.8%
2.4%
1.8%
2.3%
1.7%
0.8%
1.1%
2.6%
3.4%
2.6%
0.9%
Between 6 and 7 hours
0.9%
0.8%
0.4%
0.7%
1.4%
0.0%
0.8%
1.4%
0.6%
0.7%
1.0%
1.2%
1.5%
0.6%
2.2%
Between 8 and 9 hours
0.1%
0.8%
0.6%
0.7%
0.7%
1.0%
0.4%
0.6%
0.9%
0.2%
0.6%
1.2%
1.2%
0.9%
0.6%
More than 9 hours
1.3%
1.1%
0.6%
0.5%
1.4%
1.7%
1.0%
1.1%
0.8%
0.5%
0.8%
0.6%
0.9%
1.4%
0.6%
120
MP3 player /
iPod used to play
music (Weekend)
Tablet computer
specifically for
children
(Weekend)
Portable Media
Player
(Weekend)
Digital Radio or
DAB Radio
(Weekend)
BluRay
(Weekend)
DVD Recorder
(Weekend)
PVR or Digital
Video Recorder
(Weekend)
E‐Reader
(Weekend)
PC or Laptop
(Weekend)
Nintendo DS
(Weekend)
PSP (Weekend)
Ninendo Wii or
WiiU (Weekend)
Playstation
(Weekend)
Xbox (Weekend)
Technology and Play
Less than 30 minutes
42.2%
47.3%
54.7%
42.6%
45.6%
57.8%
55.4%
49.3%
49.4%
52.0%
55.9%
51.2%
37.0%
56.5%
31‐60 minutes
20.2%
18.2%
17.9%
19.3%
21.8%
17.8%
15.2%
17.0%
18.4%
17.2%
16.3%
16.3%
23.4%
18.1%
Between 1 and 2 hours
15.9%
12.7%
10.4%
10.4%
12.2%
10.4%
8.6%
11.7%
12.6%
11.6%
8.8%
10.4%
17.3%
7.6%
Between 2 and 3 hours
8.6%
8.1%
6.8%
11.0%
7.9%
5.8%
7.8%
8.8%
8.9%
8.6%
7.7%
9.4%
10.4%
7.1%
Between 3 and 4 hours
5.8%
5.8%
5.2%
6.8%
5.9%
3.5%
5.3%
6.2%
4.7%
5.1%
5.3%
6.0%
6.5%
5.1%
Between 4 and 5 hours
3.3%
3.2%
2.0%
5.3%
3.4%
1.7%
3.6%
3.8%
2.3%
2.8%
2.6%
3.1%
2.5%
3.1%
Between 5 and 6 hours
1.6%
2.3%
1.8%
1.7%
1.6%
1.2%
1.7%
1.5%
1.2%
1.0%
1.5%
1.7%
1.6%
0.8%
Between 6 and 7 hours
0.9%
1.2%
0.1%
1.1%
0.2%
0.6%
0.7%
0.9%
1.2%
0.4%
0.6%
0.3%
0.6%
0.7%
Between 8 and 9 hours
1.0%
0.6%
0.8%
0.4%
0.7%
0.7%
1.3%
0.1%
0.6%
0.5%
0.8%
0.5%
0.2%
0.2%
More than 9 hours
0.4%
0.6%
0.3%
1.5%
0.6%
0.5%
0.5%
0.8%
0.8%
0.8%
0.5%
1.0%
0.7%
0.8%
121
Technology and Play
A-Q4b – Demographic breakdown by device
Notes: Each column represents a combination of device type and demographic group, percentages are calculated out of each column. e.g. 21.6% of white participants
who said their child has access to a standard TV went on to state that their child spends less than 30 minutes using it on a typical weekend day.
A‐Q4b – Demographic breakdown
by device
Continuing to test at the 1% and 0.1% levels, smallest sub-set of the sample contains over 250 participants.
Notes: Each column represents a combination of device type and demographic group, percentages are calculated out of each column. e.g.
21.6% of white participants who said their child has access to a standard TV went on to state that their child spends less than 30 minutes using
it on a typical weekend day. Continuing to test at the 1% and 0.1% levels, smallest sub‐set of the sample contains over 250 participants.
Gender
All
Standard TV Set
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
22.1%
19.2%
22.4%
17.0%
9.5%
5.2%
2.3%
0.9%
0.1%
1.3%
Male
Age a
Female
22.0%
21.0%
22.0%
16.9%
8.9%
4.9%
1.5%
0.7%
0.2%
1.9%
22.3%
17.3%
22.8%
17.0%
10.2%
5.5%
3.2%
1.1%
0.0%
0.7%
< 1 year
37.6%
14.3%
16.5%
12.0%
9.8%
3.8%
3.0%
1.5%
0.0%
1.5%
1 year
30.2%
18.7%
21.3%
12.7%
7.5%
4.5%
1.5%
1.5%
0.0%
2.2%
Gender
All
A television set
connected to the
internet (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
26.7%
19.7%
20.7%
16.1%
8.1%
4.5%
1.7%
0.8%
0.8%
1.1%
Male
27.5%
21.1%
19.8%
13.5%
8.4%
4.6%
1.9%
0.5%
1.0%
1.7%
2 years
23.7%
18.8%
20.1%
18.5%
8.8%
6.4%
2.1%
0.9%
0.0%
0.6%
Social Class*.090
3 years
20.9%
18.1%
25.0%
16.2%
9.9%
4.7%
2.2%
0.8%
0.3%
1.9%
4 to 5 years
ABC1
25.7%
18.1%
21.6%
18.9%
7.8%
4.4%
1.5%
1.1%
0.6%
0.4%
< 1 year
31.4%
21.2%
17.8%
16.9%
5.9%
3.4%
0.8%
1.7%
0.0%
0.8%
1 year
33.0%
14.9%
18.6%
13.5%
7.9%
6.0%
2.8%
0.5%
0.9%
1.9%
2 years
25.8%
19.5%
16.9%
21.6%
8.9%
4.7%
0.4%
0.8%
0.8%
0.4%
White
Social Class
3 years
24.8%
19.8%
25.2%
11.5%
9.2%
4.2%
2.3%
1.1%
1.1%
0.8%
BME
13.3%
23.5%
20.3%
21.8%
24.4%
22.0%
20.1%
18.1%
19.1%
20.3%
24.2%
24.3%
19.9%
22.8%
19.8%
20.1%
17.2%
16.6%
16.9%
17.1%
10.7%
7.9%
11.6%
9.8%
7.8%
5.5%
4.1%
6.6%
5.1%
6.0%
2.7%
1.7%
3.1%
2.4%
1.4%
0.4%
0.6%
1.3%
0.7%
2.3%
0.2%
0.1%
0.1%
0.1%
0.5%
0.8%
0.7%
2.2%
1.5%
0.5%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
Ethnicity
C2DE
4 to 5 years
22.5%
22.5%
22.2%
17.2%
7.6%
4.0%
1.7%
0.3%
0.7%
1.3%
ABC1
28.7%
19.4%
21.5%
17.1%
7.3%
3.3%
1.2%
0.5%
0.5%
0.6%
Ethnicity
C2DE
23.7%
20.1%
19.5%
14.6%
9.3%
6.1%
2.3%
1.3%
1.3%
1.7%
White
26.7%
19.7%
21.5%
15.9%
7.8%
4.2%
1.8%
0.6%
0.9%
1.0%
BME
26.7%
19.5%
16.4%
16.9%
9.7%
6.2%
1.0%
1.5%
0.5%
1.5%
122
Technology and Play
Gender
All
iPad tablet
computer
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
37.8%
24.0%
20.9%
8.3%
4.5%
2.2%
0.8%
0.4%
0.6%
0.6%
All
Samsung Galaxy
Tab (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
39.4%
25.4%
14.5%
10.4%
4.4%
3.0%
1.1%
0.7%
0.7%
0.5%
Male
36.9%
25.2%
20.0%
8.8%
3.8%
2.0%
0.9%
0.6%
0.8%
1.1%
Age a
Female
38.9%
22.6%
21.9%
7.9%
5.1%
2.4%
0.7%
0.2%
0.3%
0.0%
Gender
Male
Female
36.6%
25.7%
14.5%
10.9%
5.2%
3.4%
1.3%
0.5%
0.8%
1.0%
42.5%
25.0%
14.4%
9.8%
3.4%
2.6%
0.9%
0.9%
0.6%
0.0%
< 1 year
50.0%
14.3%
19.6%
7.1%
4.5%
1.8%
0.9%
0.9%
0.0%
0.9%
< 1 year
42.1%
26.3%
11.8%
7.9%
6.6%
3.9%
0.0%
0.0%
0.0%
1.3%
1 year
49.1%
17.9%
14.5%
7.3%
4.3%
2.1%
1.3%
0.4%
1.7%
1.3%
1 year
44.5%
17.4%
11.6%
10.3%
7.1%
4.5%
1.9%
1.3%
0.6%
0.6%
2 years
39.3%
27.8%
21.0%
5.6%
3.2%
2.4%
0.4%
0.0%
0.0%
0.4%
Age
2 years
39.9%
24.7%
17.7%
10.8%
2.5%
1.9%
1.3%
0.6%
0.6%
0.0%
Social Class a
3 years
33.6%
25.3%
19.9%
9.2%
6.5%
3.1%
0.7%
0.3%
1.0%
0.3%
4 to 5 years
ABC1
C2DE
Ethnicity a
White
Social Class
3 years
36.2%
26.8%
13.4%
11.4%
4.0%
3.4%
2.0%
0.7%
1.3%
0.7%
BME
28.7%
40.4%
33.4%
39.0%
31.8%
27.2%
25.1%
22.1%
24.9%
19.4%
26.4%
20.3%
21.8%
20.5%
22.9%
10.7%
7.7%
9.4%
7.4%
13.4%
3.8%
2.7%
7.4%
4.5%
4.0%
1.4%
1.8%
2.8%
1.7%
4.5%
0.9%
0.8%
0.9%
0.8%
1.0%
0.6%
0.3%
0.7%
0.4%
0.5%
0.0%
0.4%
0.9%
0.5%
1.0%
0.3%
0.5%
0.7%
0.4%
1.5%
a invalid statistical test due to large number of cells with expected frequencies below 5
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
36.4%
40.6%
38.1%
42.5%
26.9%
30.8%
25.5%
25.2%
26.5%
20.7%
15.9%
14.8%
14.0%
13.1%
20.0%
10.3%
10.2%
10.6%
8.5%
17.9%
3.1%
4.2%
4.6%
3.9%
6.2%
2.1%
2.3%
3.7%
3.2%
2.1%
0.0%
0.5%
1.7%
0.7%
2.8%
0.5%
0.8%
0.6%
0.5%
1.4%
0.5%
0.5%
0.9%
0.7%
0.7%
0.5%
0.5%
0.6%
0.3%
1.4%
a invalid statistical test due to large number of cells with expected frequencies below 5
123
Technology and Play
Gender
All
Microsoft Surface
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
33.8%
21.1%
14.1%
11.3%
9.2%
4.2%
2.8%
1.4%
0.7%
1.4%
Male
Age
Female
30.0%
24.1%
12.9%
12.9%
10.0%
2.4%
2.9%
1.8%
0.6%
2.4%
39.5%
16.7%
15.8%
8.8%
7.9%
7.0%
2.6%
0.9%
0.9%
0.0%
< 1 year
31.8%
15.9%
13.6%
18.2%
13.6%
4.5%
2.3%
0.0%
0.0%
0.0%
1 year
35.6%
15.1%
13.7%
5.5%
15.1%
5.5%
5.5%
1.4%
0.0%
2.7%
Gender
All
Amazon Fire
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
34.6%
17.5%
13.0%
12.3%
10.6%
6.8%
2.4%
0.0%
1.0%
1.7%
Male
30.9%
22.5%
9.6%
11.2%
11.8%
7.3%
2.2%
0.0%
1.7%
2.8%
2 years
43.2%
13.6%
11.4%
11.4%
9.1%
2.3%
2.3%
4.5%
2.3%
0.0%
Social Class
3 years
32.1%
24.5%
15.1%
11.3%
5.7%
3.8%
1.9%
0.0%
1.9%
3.8%
4 to 5 years
28.6%
32.9%
15.7%
12.9%
2.9%
4.3%
1.4%
1.4%
0.0%
0.0%
ABC1
36.7%
16.0%
16.7%
14.7%
5.3%
4.0%
2.7%
2.0%
0.7%
1.3%
Age
Female
40.4%
9.6%
18.4%
14.0%
8.8%
6.1%
2.6%
0.0%
0.0%
0.0%
< 1 year
36.1%
13.9%
13.9%
19.4%
8.3%
8.3%
0.0%
0.0%
0.0%
0.0%
1 year
34.8%
11.6%
13.0%
8.7%
14.5%
7.2%
4.3%
0.0%
2.9%
2.9%
2 years
38.0%
16.0%
6.0%
22.0%
8.0%
6.0%
4.0%
0.0%
0.0%
0.0%
Ethnicity
C2DE
30.6%
26.9%
11.2%
7.5%
13.4%
4.5%
3.0%
0.7%
0.7%
1.5%
White
Social Class
3 years
32.3%
21.5%
13.8%
10.8%
9.2%
4.6%
3.1%
0.0%
1.5%
3.1%
4 to 5 years
33.3%
22.2%
16.7%
6.9%
11.1%
8.3%
0.0%
0.0%
0.0%
1.4%
ABC1
38.7%
13.3%
13.3%
12.0%
9.3%
8.0%
3.3%
0.0%
0.0%
2.0%
BME
35.7%
23.8%
10.5%
11.0%
9.5%
3.3%
2.9%
1.0%
1.0%
1.4%
28.4%
13.5%
24.3%
12.2%
8.1%
6.8%
2.7%
2.7%
0.0%
1.4%
Ethnicity
C2DE
30.3%
21.8%
12.7%
12.7%
12.0%
5.6%
1.4%
0.0%
2.1%
1.4%
White
37.8%
18.7%
10.7%
10.7%
11.1%
6.7%
1.3%
0.0%
1.3%
1.8%
BME
23.9%
13.4%
20.9%
17.9%
9.0%
7.5%
6.0%
0.0%
0.0%
1.5%
124
Technology and Play
Gender
All
Kindle Fire
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
47.9%
18.9%
11.7%
8.3%
5.4%
3.8%
1.8%
0.8%
0.4%
1.0%
Male
Age
Female
45.1%
22.2%
10.2%
8.8%
5.6%
3.2%
1.4%
1.1%
0.7%
1.8%
51.6%
14.6%
13.7%
7.8%
5.0%
4.6%
2.3%
0.5%
0.0%
0.0%
< 1 year
44.8%
9.0%
17.9%
14.9%
4.5%
7.5%
0.0%
1.5%
0.0%
0.0%
1 year
46.2%
15.1%
14.0%
4.3%
6.5%
6.5%
3.2%
1.1%
1.1%
2.2%
Gender
All
Tesco Hudl
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
37.3%
22.0%
14.7%
9.3%
6.8%
4.5%
2.3%
1.4%
0.6%
1.1%
Male
38.8%
21.1%
17.0%
9.5%
5.4%
5.4%
1.4%
1.4%
0.0%
0.0%
< 1 year
35.3%
14.7%
2.9%
17.6%
17.6%
8.8%
2.9%
0.0%
0.0%
0.0%
1 year
38.2%
13.2%
14.7%
8.8%
7.4%
8.8%
1.5%
2.9%
1.5%
2.9%
Gender
All
Other tablet
computer
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
45.1%
20.6%
14.9%
7.7%
5.6%
2.3%
1.7%
0.6%
0.9%
0.8%
Male
43.1%
22.3%
13.1%
7.7%
6.6%
2.6%
1.7%
0.6%
1.1%
1.1%
58.5%
18.1%
6.4%
5.3%
6.4%
3.2%
2.1%
0.0%
0.0%
0.0%
Social Class
3 years
47.5%
18.3%
11.7%
10.0%
5.0%
1.7%
2.5%
0.0%
0.8%
2.5%
4 to 5 years
43.4%
27.9%
10.9%
8.5%
4.7%
2.3%
0.8%
1.6%
0.0%
0.0%
ABC1
2 years
44.9%
20.5%
14.1%
6.4%
5.1%
2.6%
5.1%
1.3%
0.0%
0.0%
47.3%
18.7%
16.8%
7.6%
4.4%
1.9%
1.6%
0.6%
0.6%
0.3%
< 1 year
47.0%
16.7%
13.6%
10.6%
4.5%
4.5%
1.5%
0.0%
1.5%
0.0%
1 year
49.6%
15.9%
10.6%
8.8%
7.1%
2.7%
1.8%
1.8%
0.9%
0.9%
2 years
51.5%
22.3%
12.3%
6.2%
4.6%
0.8%
0.8%
0.0%
1.5%
0.0%
42.3%
21.4%
10.5%
10.0%
7.3%
3.6%
2.3%
0.9%
0.9%
0.9%
White
37.7%
22.1%
13.0%
11.7%
6.5%
2.6%
1.3%
1.3%
1.3%
2.6%
4 to 5 years
ABC1
43.9%
21.0%
15.3%
7.0%
5.7%
2.5%
1.3%
0.6%
0.6%
1.9%
36.0%
12.8%
17.4%
16.3%
7.0%
4.7%
3.5%
1.2%
0.0%
1.2%
Ethnicity a
C2DE
White
BME
30.9%
40.3%
33.1%
40.1%
25.7%
32.0%
20.9%
23.6%
25.0%
10.0%
20.6%
15.0%
14.2%
12.0%
25.7%
7.2%
10.7%
7.4%
7.4%
17.1%
4.1%
4.9%
9.5%
6.7%
7.1%
3.1%
3.4%
6.1%
3.9%
7.1%
1.0%
2.4%
2.0%
2.1%
2.9%
1.0%
1.5%
1.4%
1.1%
2.9%
0.0%
0.0%
1.4%
0.7%
0.0%
0.0%
1.0%
1.4%
1.1%
1.4%
a invalid statistical test due to large number of cells with expected frequencies below 5
Social Class
3 years
BME
50.4%
20.1%
10.6%
6.7%
5.0%
3.6%
1.4%
0.7%
0.5%
1.0%
Social Class
3 years
Age
Female
Ethnicity
C2DE
52.3%
17.0%
12.7%
7.1%
3.9%
3.9%
1.4%
0.7%
0.0%
1.1%
Age
Female
36.2%
22.7%
13.0%
9.2%
7.7%
3.9%
2.9%
1.4%
1.0%
1.9%
2 years
4 to 5 years
38.7%
23.1%
19.1%
7.5%
5.5%
2.0%
2.5%
0.5%
0.5%
0.5%
ABC1
50.6%
17.8%
13.2%
6.7%
5.0%
2.6%
1.2%
0.9%
1.2%
0.9%
Ethnicity a
C2DE
39.3%
23.5%
16.7%
8.7%
6.2%
1.9%
2.2%
0.3%
0.6%
0.6%
White
47.1%
21.0%
14.6%
7.0%
5.6%
1.8%
1.4%
0.4%
0.4%
0.7%
BME
34.9%
18.3%
16.5%
11.0%
5.5%
4.6%
2.8%
1.8%
3.7%
0.9%
125
Technology and Play
Gender
All
iPhone (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
55.5%
18.3%
10.5%
7.0%
5.0%
1.4%
0.8%
0.7%
0.2%
0.5%
Male
Age
Female
52.2%
21.3%
9.0%
7.7%
5.8%
1.5%
0.8%
0.6%
0.4%
0.8%
59.3%
14.8%
12.1%
6.3%
4.0%
1.3%
0.9%
0.9%
0.0%
0.2%
< 1 year
53.0%
11.0%
12.0%
10.0%
7.0%
2.0%
3.0%
1.0%
0.0%
1.0%
1 year
56.5%
16.8%
6.3%
7.3%
7.9%
1.6%
1.0%
2.1%
0.0%
0.5%
Gender a
All
Samsung Galaxy
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
55.6%
17.9%
10.7%
6.8%
3.3%
2.2%
1.1%
1.0%
0.6%
0.8%
Male
50.4%
22.5%
8.8%
8.0%
3.7%
2.7%
0.8%
1.1%
1.1%
1.1%
2 years
54.8%
21.3%
11.2%
5.9%
4.8%
1.1%
0.5%
0.5%
0.0%
0.0%
Social Class
3 years
54.1%
19.4%
9.9%
8.6%
3.6%
1.4%
0.9%
0.5%
0.9%
0.9%
4 to 5 years
ABC1
61.2%
12.8%
12.8%
5.5%
2.9%
1.7%
1.5%
0.9%
0.0%
0.6%
< 1 year
59.3%
14.0%
7.0%
9.3%
7.0%
1.2%
1.2%
0.0%
0.0%
1.2%
1 year
56.3%
14.6%
9.3%
8.6%
3.3%
2.6%
2.0%
1.3%
0.7%
1.3%
2 years
56.6%
16.1%
9.8%
7.7%
2.1%
4.2%
0.7%
0.7%
0.7%
1.4%
White
Social Class
3 years
48.7%
19.2%
15.4%
7.1%
2.6%
1.9%
1.9%
1.9%
0.6%
0.6%
BME
57.4%
59.4%
49.5%
58.8%
42.2%
19.2%
18.7%
17.7%
18.3%
18.2%
12.8%
9.4%
12.2%
9.3%
15.1%
5.3%
6.0%
8.7%
6.1%
10.9%
3.4%
3.9%
6.6%
4.0%
8.9%
1.5%
1.2%
1.9%
1.4%
1.6%
0.0%
0.3%
1.6%
0.8%
1.0%
0.0%
0.7%
0.8%
0.6%
1.0%
0.0%
0.2%
0.3%
0.3%
0.0%
0.4%
0.3%
0.8%
0.4%
1.0%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
Ethnicity a
C2DE
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
58.2%
57.8%
52.8%
58.5%
44.3%
22.8%
17.3%
18.8%
18.0%
17.4%
10.3%
10.3%
11.3%
9.5%
15.4%
3.3%
6.5%
7.2%
5.8%
10.7%
3.3%
3.5%
3.1%
3.2%
4.0%
1.1%
1.8%
2.8%
2.1%
2.7%
0.0%
1.0%
1.3%
1.1%
1.3%
0.5%
0.5%
1.6%
0.9%
1.3%
0.5%
0.5%
0.6%
0.5%
0.7%
0.0%
1.0%
0.6%
0.5%
2.0%
a invalid statistical test due to large number of cells with expected frequencies below 5
126
Technology and Play
Gender
All
HTC (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
44.3%
19.1%
10.0%
9.4%
7.6%
4.1%
2.6%
1.2%
1.2%
0.6%
Male
Age
Female
40.3%
22.0%
9.7%
9.7%
8.1%
5.4%
2.2%
0.5%
1.1%
1.1%
49.0%
15.5%
10.3%
9.0%
7.1%
2.6%
3.2%
1.9%
1.3%
0.0%
< 1 year
42.2%
8.9%
20.0%
6.7%
13.3%
6.7%
2.2%
0.0%
0.0%
0.0%
1 year
41.5%
13.4%
9.8%
11.0%
12.2%
4.9%
3.7%
1.2%
1.2%
1.2%
Gender
All
Nokia (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
41.4%
17.3%
15.1%
7.7%
8.3%
3.1%
3.4%
1.5%
1.2%
0.9%
Male
36.8%
21.6%
14.6%
8.1%
9.7%
3.2%
2.2%
1.6%
1.1%
1.1%
2 years
44.8%
24.1%
3.4%
13.8%
3.4%
3.4%
3.4%
3.4%
0.0%
0.0%
Social Class
3 years
50.0%
20.6%
7.4%
5.9%
4.4%
4.4%
1.5%
1.5%
2.9%
1.5%
4 to 5 years
43.2%
25.0%
11.4%
9.1%
5.7%
2.3%
2.3%
0.0%
1.1%
0.0%
ABC1
47.8%
16.7%
8.3%
11.1%
6.7%
4.4%
2.2%
1.1%
0.6%
1.1%
Age
Female
47.5%
11.5%
15.8%
7.2%
6.5%
2.9%
5.0%
1.4%
1.4%
0.7%
< 1 year
34.8%
13.0%
19.6%
10.9%
13.0%
4.3%
2.2%
2.2%
0.0%
0.0%
1 year
39.1%
15.9%
13.0%
4.3%
11.6%
5.8%
5.8%
1.4%
1.4%
1.4%
2 years
33.3%
28.1%
10.5%
8.8%
10.5%
1.8%
3.5%
1.8%
1.8%
0.0%
Ethnicity
C2DE
40.4%
21.7%
11.8%
7.5%
8.7%
3.7%
3.1%
1.2%
1.9%
0.0%
White
Social Class
3 years
50.8%
18.5%
10.8%
4.6%
3.1%
1.5%
4.6%
1.5%
1.5%
3.1%
4 to 5 years
44.8%
12.6%
20.7%
10.3%
5.7%
2.3%
1.1%
1.1%
1.1%
0.0%
ABC1
44.3%
15.4%
14.8%
8.1%
9.4%
1.3%
3.4%
0.7%
1.3%
1.3%
BME
46.5%
19.7%
9.1%
8.7%
8.3%
4.7%
0.8%
1.2%
0.8%
0.4%
37.9%
17.2%
12.6%
11.5%
5.7%
2.3%
8.0%
1.1%
2.3%
1.1%
Ethnicity
C2DE
38.9%
18.9%
15.4%
7.4%
7.4%
4.6%
3.4%
2.3%
1.1%
0.6%
White
45.4%
18.1%
12.0%
6.8%
8.8%
3.6%
2.4%
1.6%
0.8%
0.4%
BME
28.0%
14.7%
25.3%
10.7%
6.7%
1.3%
6.7%
1.3%
2.7%
2.7%
127
Technology and Play
Gender
All
Sony (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
42.3%
18.6%
12.9%
12.3%
5.4%
3.1%
2.6%
0.6%
0.9%
1.4%
Male
Age
Female
38.2%
21.2%
10.8%
14.6%
5.7%
3.3%
2.4%
0.5%
0.9%
2.4%
48.6%
14.5%
15.9%
8.7%
5.1%
2.9%
2.9%
0.7%
0.7%
0.0%
< 1 year
41.9%
9.3%
18.6%
18.6%
4.7%
0.0%
7.0%
0.0%
0.0%
0.0%
1 year
38.8%
16.3%
15.0%
10.0%
10.0%
6.3%
1.3%
1.3%
0.0%
1.3%
Gender
All
Other Smartphone
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
47.0%
16.3%
12.5%
9.4%
6.0%
4.4%
0.9%
2.2%
0.6%
0.6%
Male
50.4%
15.0%
12.8%
9.0%
7.5%
1.5%
0.8%
3.0%
0.0%
0.0%
< 1 year
39.5%
11.6%
14.0%
16.3%
9.3%
2.3%
2.3%
2.3%
2.3%
0.0%
1 year
43.3%
10.0%
13.3%
8.3%
6.7%
6.7%
1.7%
8.3%
0.0%
1.7%
Gender
All
Xbox (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
42.2%
20.2%
15.9%
8.6%
5.8%
3.3%
1.6%
0.9%
1.0%
0.4%
Male
37.0%
21.9%
18.0%
9.0%
5.8%
3.7%
2.1%
0.5%
1.4%
0.7%
46.3%
17.9%
11.9%
10.4%
4.5%
3.0%
3.0%
0.0%
0.0%
3.0%
Social Class
3 years
48.1%
22.8%
10.1%
8.9%
0.0%
3.8%
1.3%
1.3%
2.5%
1.3%
4 to 5 years
37.0%
22.2%
11.1%
16.0%
7.4%
1.2%
2.5%
0.0%
1.2%
1.2%
ABC1
2 years
56.1%
19.7%
9.1%
7.6%
4.5%
3.0%
0.0%
0.0%
0.0%
0.0%
48.6%
18.2%
13.4%
8.1%
5.9%
2.8%
1.1%
1.4%
0.6%
0.0%
< 1 year
42.7%
12.2%
17.1%
14.6%
4.9%
4.9%
1.2%
1.2%
1.2%
0.0%
1 year
46.6%
13.0%
17.1%
4.1%
11.0%
2.7%
2.1%
0.7%
2.1%
0.7%
2 years
55.3%
22.0%
9.1%
5.3%
3.0%
1.5%
1.5%
1.5%
0.8%
0.0%
41.5%
18.1%
12.3%
12.3%
7.6%
2.9%
2.3%
1.2%
1.2%
0.6%
White
50.0%
17.2%
10.9%
9.4%
6.3%
3.1%
0.0%
0.0%
1.6%
1.6%
4 to 5 years
44.2%
19.8%
15.1%
8.1%
4.7%
5.8%
1.2%
1.2%
0.0%
0.0%
ABC1
43.8%
19.8%
13.6%
9.3%
5.6%
4.9%
0.0%
1.9%
1.2%
0.0%
White
40.9%
16.7%
17.2%
9.1%
6.5%
4.3%
2.2%
1.6%
1.1%
0.5%
4 to 5 years
ABC1
BME
50.4%
16.4%
10.8%
8.8%
5.2%
4.8%
0.8%
1.6%
0.8%
0.4%
Social Class
3 years
24.7%
19.8%
21.0%
14.8%
8.6%
3.7%
2.5%
0.0%
2.5%
2.5%
Ethnicity
C2DE
50.3%
12.7%
11.5%
9.6%
6.4%
3.8%
1.9%
2.5%
0.0%
1.3%
BME
47.6%
18.2%
10.4%
11.5%
4.5%
3.0%
2.6%
0.7%
0.4%
1.1%
Social Class
3 years
Age a
Female
Ethnicity
C2DE
43.0%
19.0%
13.4%
12.3%
3.4%
3.4%
2.8%
0.0%
0.6%
2.2%
Age
Female
44.6%
17.2%
12.4%
9.7%
4.8%
6.5%
1.1%
1.6%
1.1%
1.1%
2 years
34.8%
15.9%
18.8%
11.6%
8.7%
2.9%
1.4%
4.3%
0.0%
1.4%
Ethnicity a
C2DE
White
BME
33.5%
42.4%
42.0%
44.7%
29.5%
29.0%
21.0%
19.4%
20.7%
17.8%
17.6%
15.9%
16.0%
15.7%
17.1%
10.6%
8.7%
8.5%
7.7%
13.2%
4.1%
6.0%
5.6%
5.1%
9.3%
3.3%
2.7%
4.0%
2.9%
5.4%
1.2%
1.4%
1.9%
1.4%
3.1%
0.0%
1.0%
0.8%
0.3%
3.9%
0.4%
0.5%
1.6%
1.2%
0.0%
0.4%
0.5%
0.3%
0.3%
0.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
128
Technology and Play
Gender
All
Playstation
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
47.3%
18.2%
12.7%
8.1%
5.8%
3.2%
2.3%
1.2%
0.6%
0.6%
Male
Age
Female
45.3%
18.7%
13.5%
8.9%
5.7%
3.3%
1.7%
1.3%
0.7%
0.9%
49.9%
17.5%
11.5%
7.0%
5.9%
3.1%
3.1%
1.1%
0.6%
0.3%
< 1 year
45.6%
15.2%
13.9%
8.9%
5.1%
5.1%
2.5%
1.3%
1.3%
1.3%
1 year
47.7%
10.1%
14.1%
7.4%
9.4%
5.4%
2.7%
2.0%
0.7%
0.7%
Gender
All
Nintendo Wii or
WiiU (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
54.7%
17.9%
10.4%
6.8%
5.2%
2.0%
1.8%
0.1%
0.8%
0.3%
Male
60.6%
15.3%
9.0%
6.7%
4.3%
1.9%
1.3%
0.0%
0.9%
0.0%
< 1 year
49.4%
7.1%
16.5%
5.9%
9.4%
4.7%
5.9%
0.0%
1.2%
0.0%
1 year
56.6%
11.3%
10.1%
6.3%
8.8%
3.1%
2.5%
0.6%
0.0%
0.6%
Gender
All
PSP (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
42.6%
19.3%
10.4%
11.0%
6.8%
5.3%
1.7%
1.1%
0.4%
1.5%
Male
40.7%
21.1%
9.3%
12.9%
5.4%
5.7%
1.8%
1.4%
0.4%
1.4%
54.1%
19.6%
8.1%
9.5%
3.4%
2.0%
2.0%
0.7%
0.7%
0.0%
Social Class
3 years
43.9%
18.7%
11.8%
9.1%
6.4%
3.7%
4.3%
0.5%
0.5%
1.1%
4 to 5 years
ABC1
2 years
61.2%
19.1%
7.7%
6.0%
3.3%
0.5%
1.1%
0.0%
1.1%
0.0%
45.3%
16.7%
12.0%
8.3%
8.9%
4.7%
1.6%
0.5%
0.5%
1.6%
< 1 year
37.7%
11.3%
9.4%
15.1%
7.5%
15.1%
0.0%
1.9%
1.9%
0.0%
1 year
38.2%
12.4%
10.1%
12.4%
11.2%
6.7%
4.5%
2.2%
0.0%
2.2%
2 years
46.4%
19.0%
7.1%
16.7%
4.8%
2.4%
2.4%
0.0%
0.0%
1.2%
White
Social Class
3 years
55.8%
14.0%
11.6%
7.4%
5.0%
2.9%
1.7%
0.0%
1.2%
0.4%
4 to 5 years
ABC1
Ethnicity a
C2DE
White
Social Class
3 years
46.4%
21.4%
8.0%
7.1%
8.0%
3.6%
1.8%
0.9%
0.9%
1.8%
BME
BME
50.6%
56.7%
51.8%
57.7%
37.0%
26.1%
17.6%
18.4%
18.8%
13.0%
9.7%
10.7%
10.0%
9.1%
17.8%
7.3%
6.2%
7.6%
6.0%
11.6%
3.6%
4.8%
5.7%
4.3%
10.3%
0.9%
2.1%
1.9%
1.5%
4.8%
0.9%
1.2%
2.6%
1.6%
2.7%
0.0%
0.0%
0.2%
0.1%
0.0%
0.6%
0.3%
1.4%
0.6%
2.1%
0.3%
0.3%
0.2%
0.2%
0.7%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
Ethnicity a
C2DE
46.2%
47.9%
46.6%
49.6%
36.6%
22.7%
18.7%
17.5%
20.0%
9.7%
14.7%
12.9%
12.3%
11.2%
19.3%
6.8%
7.6%
8.8%
6.9%
13.8%
4.8%
5.6%
6.0%
5.8%
5.5%
1.6%
3.3%
3.0%
2.7%
5.5%
0.8%
2.4%
2.2%
1.3%
6.9%
1.6%
0.7%
1.9%
1.3%
0.7%
0.4%
0.2%
1.1%
0.6%
0.7%
0.4%
0.7%
0.5%
0.4%
1.4%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age a
Female
49.4%
20.2%
11.6%
6.9%
6.0%
2.1%
2.2%
0.2%
0.7%
0.6%
2 years
4 to 5 years
41.8%
25.4%
14.9%
8.2%
3.7%
3.7%
0.0%
0.7%
0.0%
1.5%
ABC1
47.9%
17.0%
9.7%
10.4%
6.6%
5.0%
1.5%
1.2%
0.0%
0.8%
Ethnicity
C2DE
36.2%
22.1%
11.3%
11.7%
7.0%
5.6%
1.9%
0.9%
0.9%
2.3%
White
45.6%
19.2%
8.5%
10.7%
6.9%
5.8%
0.8%
0.5%
0.5%
1.4%
BME
32.4%
19.4%
16.7%
12.0%
6.5%
3.7%
4.6%
2.8%
0.0%
1.9%
129
Technology and Play
Gender
All
Nintendo DS
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
45.6%
21.8%
12.2%
7.9%
5.9%
3.4%
1.6%
0.2%
0.7%
0.6%
Male
Age
Female
42.6%
25.3%
12.2%
7.5%
5.4%
3.9%
1.7%
0.2%
0.6%
0.6%
49.3%
17.5%
12.3%
8.4%
6.5%
2.9%
1.6%
0.3%
0.8%
0.5%
< 1 year
44.6%
13.3%
13.3%
12.0%
7.2%
7.2%
1.2%
0.0%
0.0%
1.2%
1 year
44.4%
16.3%
11.1%
5.9%
9.6%
7.4%
3.0%
0.0%
1.5%
0.7%
Gender
All
PC or Laptop
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
57.8%
17.8%
10.4%
5.8%
3.5%
1.7%
1.2%
0.6%
0.7%
0.5%
Male
60.2%
16.2%
11.5%
5.8%
2.7%
1.4%
0.9%
0.6%
0.6%
0.2%
< 1 year
57.6%
12.7%
8.5%
11.9%
3.4%
3.4%
1.7%
0.0%
0.8%
0.0%
1 year
57.9%
11.4%
8.8%
8.3%
5.7%
2.2%
2.6%
0.4%
1.3%
1.3%
Gender
All
E Reader ‐
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
55.4%
15.2%
8.6%
7.8%
5.3%
3.6%
1.7%
0.7%
1.3%
0.5%
Male
49.8%
18.2%
7.6%
9.4%
5.2%
4.3%
2.4%
0.6%
1.5%
0.9%
54.4%
19.7%
10.2%
8.8%
3.4%
1.4%
1.4%
0.0%
0.7%
0.0%
Social Class
3 years
46.9%
18.9%
12.2%
8.7%
6.1%
2.6%
2.0%
0.5%
1.0%
1.0%
4 to 5 years
ABC1
2 years
65.1%
15.6%
9.7%
3.7%
2.6%
1.5%
0.4%
0.7%
0.4%
0.4%
62.0%
11.6%
9.8%
5.8%
5.4%
2.9%
0.7%
0.7%
1.1%
0.0%
< 1 year
54.7%
12.0%
13.3%
9.3%
2.7%
5.3%
1.3%
0.0%
1.3%
0.0%
1 year
51.8%
9.6%
7.0%
12.3%
7.9%
4.4%
2.6%
0.9%
2.6%
0.9%
2 years
64.3%
16.1%
1.8%
7.1%
5.4%
1.8%
0.9%
0.9%
1.8%
0.0%
White
Social Class
3 years
57.0%
15.3%
14.0%
5.1%
2.9%
2.5%
1.0%
1.3%
0.6%
0.3%
4 to 5 years
ABC1
Ethnicity a
C2DE
White
Social Class
3 years
51.8%
14.4%
10.8%
7.2%
7.9%
4.3%
1.4%
0.0%
1.4%
0.7%
BME
BME
54.0%
60.1%
54.7%
61.1%
41.7%
25.7%
16.8%
19.2%
17.8%
17.8%
9.7%
10.6%
10.2%
9.1%
17.0%
4.6%
5.9%
5.7%
5.1%
9.1%
3.4%
2.7%
4.7%
3.1%
5.7%
0.5%
1.3%
2.2%
1.4%
3.0%
0.9%
1.4%
0.9%
1.1%
1.7%
0.2%
0.4%
0.9%
0.5%
0.9%
0.5%
0.5%
0.9%
0.4%
1.7%
0.5%
0.4%
0.7%
0.4%
1.3%
a invalid statistical test due to large number of cells with expected frequencies below
Age
Female
Ethnicity a
C2DE
41.2%
48.5%
42.5%
47.3%
36.4%
29.8%
19.3%
24.4%
23.4%
12.4%
13.5%
13.8%
10.5%
10.7%
20.9%
6.6%
7.0%
8.8%
6.9%
13.2%
4.8%
5.7%
6.1%
6.1%
4.7%
2.1%
2.7%
4.2%
3.1%
5.4%
1.0%
2.3%
1.0%
1.1%
4.7%
0.3%
0.2%
0.2%
0.1%
0.8%
0.3%
0.0%
1.5%
0.7%
0.8%
0.3%
0.5%
0.7%
0.6%
0.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age a
Female
55.7%
19.3%
9.4%
5.8%
4.2%
2.0%
1.4%
0.6%
0.7%
0.8%
2 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
55.2%
61.4%
46.8%
59.0%
35.5%
20.6%
13.2%
18.0%
15.0%
16.1%
10.3%
7.3%
10.4%
8.4%
9.7%
4.8%
7.3%
8.4%
5.7%
19.4%
2.4%
4.8%
6.0%
4.5%
9.7%
3.0%
2.5%
5.2%
3.7%
3.2%
1.8%
1.1%
2.4%
1.4%
3.2%
1.2%
0.8%
0.4%
0.4%
2.2%
0.0%
0.8%
2.0%
1.6%
0.0%
0.6%
0.6%
0.4%
0.4%
1.1%
a invalid statistical test due to large number of cells with expected frequencies below 5
130
Technology and Play
Gender
All
PVR or Digital Video
Recorder
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
49.3%
17.0%
11.7%
8.8%
6.2%
3.8%
1.5%
0.9%
0.1%
0.8%
Male
Age
Female
44.8%
20.0%
11.3%
8.6%
7.1%
4.0%
1.6%
1.1%
0.2%
1.3%
54.0%
13.7%
12.1%
9.0%
5.2%
3.6%
1.4%
0.7%
0.0%
0.2%
< 1 year
49.3%
8.0%
14.7%
8.0%
10.7%
6.7%
1.3%
1.3%
0.0%
0.0%
1 year
50.0%
10.3%
9.6%
9.6%
8.9%
5.5%
2.1%
2.7%
0.0%
1.4%
Gender a
All
DVD Recorder
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
49.4%
18.4%
12.6%
8.9%
4.7%
2.3%
1.2%
1.2%
0.6%
0.8%
Male
53.5%
14.2%
14.4%
8.2%
5.2%
1.2%
0.7%
1.7%
0.2%
0.5%
< 1 year
39.7%
14.1%
14.1%
15.4%
6.4%
6.4%
1.3%
1.3%
1.3%
0.0%
1 year
51.1%
15.3%
8.4%
6.9%
6.1%
3.8%
2.3%
3.1%
0.0%
3.1%
Gender
All
BluRay (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
52.0%
17.2%
11.6%
8.6%
5.1%
2.8%
1.0%
0.4%
0.5%
0.8%
Male
49.4%
18.5%
10.5%
9.1%
5.9%
3.3%
1.2%
0.5%
0.7%
0.9%
54.1%
14.5%
8.1%
9.3%
5.8%
5.2%
1.7%
0.0%
0.0%
1.2%
Social Class
3 years
44.1%
22.1%
11.3%
7.7%
7.7%
3.1%
2.1%
0.5%
0.5%
1.0%
4 to 5 years
49.5%
20.7%
14.4%
9.1%
2.8%
1.8%
0.7%
0.7%
0.0%
0.4%
ABC1
2 years
56.0%
15.7%
8.8%
11.3%
2.5%
2.5%
1.9%
0.0%
1.3%
0.0%
55.1%
15.7%
12.9%
7.9%
4.2%
2.2%
0.8%
0.3%
0.3%
0.6%
< 1 year
44.0%
13.3%
18.7%
10.7%
6.7%
4.0%
0.0%
0.0%
2.7%
0.0%
1 year
58.1%
10.3%
7.1%
8.4%
5.8%
7.1%
1.3%
0.0%
0.6%
1.3%
2 years
54.4%
19.0%
8.8%
9.5%
4.1%
1.4%
1.4%
1.4%
0.0%
0.0%
44.7%
17.8%
12.0%
8.0%
9.0%
4.8%
1.9%
0.5%
0.3%
1.1%
White
44.1%
22.5%
16.2%
5.9%
5.9%
1.5%
1.5%
1.0%
0.5%
1.0%
4 to 5 years
ABC1
48.8%
17.1%
15.3%
7.6%
6.5%
1.8%
1.2%
0.6%
0.6%
0.6%
43.9%
11.4%
14.0%
12.3%
7.9%
3.5%
2.6%
2.6%
0.0%
1.8%
Ethnicity
C2DE
White
BME
51.5%
55.1%
41.8%
50.7%
42.8%
19.5%
17.4%
19.7%
18.7%
16.7%
13.6%
10.8%
15.0%
12.0%
15.2%
8.8%
8.7%
9.1%
8.2%
12.3%
4.0%
3.1%
6.9%
4.8%
4.3%
0.7%
1.9%
2.8%
1.8%
4.3%
0.0%
1.0%
1.4%
1.3%
0.7%
1.1%
1.0%
1.4%
0.8%
2.9%
0.4%
0.4%
0.8%
0.7%
0.0%
0.4%
0.6%
1.1%
0.8%
0.7%
a invalid statistical test due to large number of cells with expected frequencies below 5
Social Class
3 years
BME
50.1%
17.8%
11.3%
8.3%
5.9%
3.8%
1.3%
0.7%
0.1%
0.7%
Social Class
3 years
Age
Female
Ethnicity
C2DE
52.7%
16.3%
11.5%
9.5%
4.0%
3.0%
1.2%
1.2%
0.0%
0.6%
Age a
Female
45.7%
22.2%
10.9%
9.5%
4.3%
3.2%
1.6%
0.7%
0.9%
1.1%
2 years
4 to 5 years
51.3%
22.0%
11.4%
8.1%
3.8%
1.3%
0.8%
0.0%
0.0%
1.3%
ABC1
55.7%
16.6%
11.8%
7.4%
3.5%
2.4%
0.7%
0.7%
0.4%
0.9%
Ethnicity
C2DE
46.8%
18.2%
11.4%
10.2%
7.4%
3.4%
1.5%
0.0%
0.6%
0.6%
White
53.4%
18.0%
10.7%
8.9%
4.2%
2.4%
0.9%
0.3%
0.5%
0.8%
BME
44.1%
12.7%
16.9%
6.8%
10.2%
5.1%
1.7%
0.8%
0.8%
0.8%
131
Technology and Play
Gender
All
Digital Radio or DAB Less than 30 minutes
Radio (Weekend)
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
55.9%
16.3%
8.8%
7.7%
5.3%
2.6%
1.5%
0.6%
0.8%
0.5%
Male
Age
Female
53.0%
17.3%
8.2%
10.1%
5.1%
2.7%
1.7%
0.5%
1.0%
0.5%
59.2%
15.1%
9.6%
4.9%
5.5%
2.5%
1.4%
0.8%
0.5%
0.5%
< 1 year
50.0%
10.3%
9.0%
16.7%
7.7%
2.6%
2.6%
0.0%
0.0%
1.3%
1 year
54.3%
15.2%
8.7%
6.5%
7.2%
4.3%
0.0%
0.7%
1.4%
1.4%
Gender
All
Portable Media
Player (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
51.2%
16.3%
10.4%
9.4%
6.0%
3.1%
1.7%
0.3%
0.5%
1.0%
Male
57.2%
14.8%
11.1%
6.6%
5.5%
2.6%
1.1%
0.4%
0.4%
0.4%
< 1 year
47.9%
14.1%
12.7%
11.3%
5.6%
2.8%
2.8%
0.0%
1.4%
1.4%
1 year
50.0%
9.6%
9.6%
15.8%
9.6%
1.8%
1.8%
0.0%
0.0%
1.8%
Gender
All
Tablet computer
specifically for
children (Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
37.0%
23.4%
17.3%
10.4%
6.5%
2.5%
1.6%
0.6%
0.2%
0.7%
Male
37.6%
22.8%
15.0%
12.3%
5.7%
2.7%
1.9%
0.6%
0.4%
1.1%
65.3%
13.2%
3.5%
6.3%
7.6%
1.4%
2.8%
0.0%
0.0%
0.0%
Social Class
3 years
52.0%
19.7%
10.4%
5.8%
5.2%
2.9%
0.6%
1.7%
1.2%
0.6%
4 to 5 years
2 years
56.4%
17.9%
6.0%
8.5%
4.3%
5.1%
1.7%
0.0%
0.0%
0.0%
ABC1
36.3%
24.0%
19.7%
8.2%
7.4%
2.3%
1.2%
0.6%
0.0%
0.2%
< 1 year
38.8%
18.4%
18.4%
11.2%
6.1%
4.1%
1.0%
1.0%
0.0%
1.0%
1 year
38.5%
18.4%
16.2%
10.1%
9.5%
2.8%
1.7%
1.1%
0.0%
1.7%
2 years
42.9%
26.0%
11.7%
9.2%
5.6%
2.0%
2.0%
0.5%
0.0%
0.0%
White
Social Class a
3 years
54.6%
14.6%
10.8%
6.2%
6.9%
3.1%
1.5%
0.0%
0.8%
1.5%
4 to 5 years
ABC1
C2DE
Ethnicity
White
Social Class
3 years
35.0%
25.3%
18.6%
9.3%
6.8%
2.1%
1.3%
0.4%
0.4%
0.8%
BME
BME
46.7%
58.1%
42.8%
53.2%
42.1%
22.4%
12.2%
21.2%
17.0%
13.1%
13.2%
8.8%
12.5%
10.5%
10.3%
7.2%
9.4%
9.5%
7.8%
16.8%
3.9%
4.1%
8.3%
5.9%
6.5%
2.6%
3.4%
2.7%
2.5%
5.6%
1.3%
1.9%
1.5%
1.9%
0.9%
1.3%
0.6%
0.0%
0.2%
0.9%
0.7%
0.6%
0.4%
0.4%
0.9%
0.7%
0.9%
1.1%
0.6%
2.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
Ethnicity a
C2DE
55.9%
59.9%
50.3%
57.3%
48.3%
18.2%
15.0%
18.1%
17.5%
9.3%
10.9%
8.8%
8.9%
8.0%
13.6%
7.7%
7.0%
8.6%
6.8%
12.7%
2.0%
4.4%
6.4%
4.8%
7.6%
2.0%
1.5%
4.0%
2.6%
2.5%
2.0%
1.3%
1.8%
1.7%
0.8%
0.4%
0.4%
0.9%
0.6%
0.8%
0.8%
0.7%
0.9%
0.3%
3.4%
0.0%
0.9%
0.0%
0.5%
0.8%
a invalid statistical test due to large number of cells with expected frequencies below 5
Age
Female
46.0%
17.6%
9.9%
11.8%
6.4%
3.5%
2.2%
0.3%
0.6%
1.6%
2 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
33.2%
37.8%
36.1%
38.3%
30.5%
24.7%
24.1%
22.6%
24.6%
17.4%
20.1%
18.4%
16.0%
16.2%
22.8%
11.8%
9.4%
11.4%
10.7%
8.4%
5.3%
6.4%
6.6%
5.5%
11.4%
2.3%
1.5%
3.5%
2.4%
3.0%
1.6%
1.3%
1.9%
1.4%
2.4%
0.3%
0.4%
0.8%
0.5%
1.2%
0.3%
0.2%
0.2%
0.1%
0.6%
0.3%
0.6%
0.8%
0.4%
2.4%
a invalid statistical test due to large number of cells with expected frequencies below 5
132
Technology and Play
Gender
All
MP3 player / iPod
used to play music
(Weekend)
Less than 30 minutes
31‐60 minutes
Between 1 and 2 hours
Between 2 and 3 hours
Between 3 and 4 hours
Between 4 and 5 hours
Between 5 and 6 hours
Between 6 and 7 hours
Between 8 and 9 hours
More than 9 hours
56.5%
18.1%
7.6%
7.1%
5.1%
3.1%
0.8%
0.7%
0.2%
0.8%
Male
53.9%
19.8%
7.3%
6.7%
4.9%
3.8%
0.9%
1.1%
0.2%
1.3%
Age
Female
59.4%
16.2%
8.0%
7.5%
5.2%
2.2%
0.7%
0.2%
0.2%
0.2%
< 1 year
54.4%
13.3%
8.9%
7.8%
6.7%
7.8%
1.1%
0.0%
0.0%
0.0%
1 year
60.9%
11.8%
5.9%
7.7%
5.9%
4.1%
0.0%
1.2%
0.6%
1.8%
2 years
60.4%
20.8%
6.3%
4.4%
3.8%
2.5%
1.3%
0.6%
0.0%
0.0%
Social Class
3 years
53.1%
20.1%
7.7%
8.8%
5.7%
1.5%
1.0%
0.0%
0.5%
1.5%
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
54.2%
60.2%
51.6%
57.9%
48.9%
21.0%
17.7%
18.6%
18.7%
15.0%
9.2%
7.5%
7.8%
7.1%
10.5%
6.7%
6.0%
8.4%
6.8%
8.3%
4.2%
3.5%
7.0%
4.6%
7.5%
2.1%
2.5%
3.8%
2.5%
6.0%
0.8%
0.6%
1.1%
1.0%
0.0%
1.3%
1.0%
0.3%
0.6%
1.5%
0.0%
0.2%
0.3%
0.3%
0.0%
0.4%
0.6%
1.1%
0.6%
2.3%
a invalid statistical test due to large number of cells with expected frequencies below 5
133
Technology and Play
A-Q5: Thinking about the tablet your child has access to, how long has your child been using a tablet computer?
NOTE: A small proportion of participants declared conflicting information, that their child was younger than the number of years of tablet use (highlighted below)
NOTE:
A small proportion of participants declared that their 0 to 2 year old child has been using a tablet for 3 years or more (highlighted
below)
highlighted
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class*.092
3 years
4 to 5 years
ABC1
Ethnicity a
C2DE
White
BME
Less than 3 months
32.8%
34.7%
30.7%
67.6%
57.9%
36.8%
18.9%
14.8%
30.4%
36.2%
33.6%
28.1%
Between 4 and 6 months
20.9%
20.8%
21.0%
11.4%
20.9%
28.0%
21.5%
18.4%
20.4%
21.6%
20.1%
25.2%
Between 6 months and 1 year
18.8%
18.4%
19.3%
8.1%
13.5%
17.9%
26.0%
20.3%
19.9%
17.2%
18.5%
20.3%
About 1 year
17.1%
16.7%
17.5%
8.1%
5.2%
14.1%
22.1%
25.3%
18.1%
15.7%
17.5%
14.8%
About 2 years
8.7%
7.8%
9.7%
3.8%
1.1%
3.1%
9.4%
18.2%
9.0%
8.3%
8.9%
7.7%
About 3 years
1.6%
1.5%
1.6%
1.1%
1.1%
0.0%
1.9%
2.7%
2.1%
0.7%
1.1%
3.9%
More than 3 years
0.2%
0.2%
0.2%
0.0%
0.3%
0.0%
0.2%
0.3%
0.1%
0.4%
0.2%
0.0%
a
invalid statistical test due to large number of cells with expected frequencies below 5
The numb
any signific
elsewhere
unnoticed
I’m not sur
just specul
respond in
134
Technology and Play
A-Q6: Which of the following types of app does your child use?
Notes: Percentages out of sub-groups, e.g. 11.2% of males who use devices for ‘learning’ do so on a smartphone. Statistical significance denoted within cells corresponding to each
combination of demographic group and type of activity, Cramer’s V omitted due to the complexity of the table, available on request from the authors).
All percentages are out of the complete dataset of 2000 respondents.
demographic group and type of activity, Cramer’s V omitted due to the complexity of the table (available on request from the authors).
Gender
Learning (e.g. matching
shapes, learning
numbers/letters/words/a
nimal names etc)
Social Networking (e.g.
WhatsApp)
Style Creation (e.g.
Stardoll, Fashion Icon)
Escape and Obstacles (e.g.
Temple Run)
Sports (e.g. FIFA, Flick Kick
Rugby, Tiger Woods)
Age (in years)
Social Class
Ethnicity
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
On a smartphone
30.5%
31.1%
29.9%
29.2%
30.1%
33.3%
33.0%
27.1%
29.3%
32.3%
29.4%
36.5%
On a tablet computer
70.4%
69.8%
71.1%
**48.1%
**63.6%
**68.7%
**76.0%
**78.4%
70.2%
70.6%
71.4%
65.2%
Does not use this type
of app
On a smartphone
18.6%
19.0%
18.0%
**38.4%
**23.5%
**18.7%
**13.3%
**13.4%
19.9%
16.6%
18.6%
18.4%
8.3%
9.2%
7.3%
9.2%
11.5%
6.2%
8.4%
7.6%
7.8%
9.0%
**6.3%
**19.0%
On a tablet computer
10.4%
*12.2%
*8.4%
15.7%
13.2%
8.9%
9.9%
8.6%
9.8%
11.3%
**8.9%
**18.7%
Does not use this type
of app
On a smartphone
83.0%
*80.5%
*85.6%
*77.3%
*78.2%
*85.9%
*83.5%
*85.1%
84.1%
81.4%
**86.0%
**66.5%
9.0%
9.1%
8.9%
13.0%
10.3%
6.7%
10.1%
7.7%
*7.5%
*11.1%
**7.6%
**16.8%
On a tablet computer
20.4%
**16.1%
**24.9%
**17.3%
**18.9%
**13.6%
**21.9%
**25.9%
*18.4%
*23.3%
*19.1%
*27.4%
Does not use this type
of app
On a smartphone
73.5%
*76.8%
*69.9%
*73.0%
*73.4%
*80.9%
*71.9%
*69.6%
**76.4%
**69.2%
**75.9%
**60.0%
12.5%
**15.5%
**9.4%
9.2%
9.7%
10.5%
15.5%
14.3%
11.4%
14.1%
**10.8%
**21.6%
On a tablet computer
23.9%
*26.4%
*21.2%
**23.8%
**19.5%
**15.1%
**24.0%
**32.8%
*21.2%
*27.8%
22.9%
29.4%
Does not use this type
of app
On a smartphone
68.2%
**63.8%
**72.7%
**70.8%
**73.1%
**77.8%
**64.2%
**60.7%
**71.3%
**63.6%
**70.4%
**55.8%
7.9%
**10.4%
**5.3%
6.5%
7.2%
6.9%
10.3%
7.6%
6.9%
9.4%
**6.6%
**15.2%
On a tablet computer
14.6%
**18.0%
**11.0%
15.1%
16.9%
10.5%
13.3%
17.0%
13.5%
16.2%
**12.6%
**25.5%
Does not use this type
of app
79.5%
**74.3%
**85.0%
80.5%
77.1%
84.2%
78.8%
77.8%
*81.6%
*76.5%
**82.6%
**62.6%
135
Technology and Play
A-Q6: Continued
A‐Q6 continued
Gender
Basic Strategy (e.g. Angry
Birds)
On a smartphone
On a tablet computer
Creating virtual worlds
(e.g. Minecraft)
Does not use this type
of app
On a smartphone
On a tablet computer
Nurture and mimics (e.g.
My Horse, Talking Tom,
Pou, Toca Pet Doctor)
Audio play/musical play
(e.g. nursery rhymes,
keyboards)
Visual
play/drawing/colouring in
(e.g. Draw; Faces iMake
HD)
Does not use this type
of app
On a smartphone
On a tablet computer
Does not use this type
of app
On a smartphone
On a tablet computer
Does not use this type
of app
On a smartphone
On a tablet computer
Does not use this type
of app
Age (in years)
Social Class
Ethnicity
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
18.1%
19.5%
16.5%
*12.4%
*18.3%
*12.9%
*20.4%
*21.5%
17.5%
18.9%
*16.9%
*24.5%
33.4%
**38.3%
**28.1%
**18.9%
**21.8%
**23.4%
**34.1%
**51.4%
31.4%
36.2%
*32.0%
*40.6%
56.6%
**51.4%
**62.0%
**73.0%
**66.5%
**68.7%
**53.0%
**39.5%
*59.4%
*52.5%
**58.9%
**43.9%
8.8%
**11.1%
**6.3%
10.3%
9.7%
6.5%
8.6%
9.5%
7.9%
10.0%
*7.9%
*13.2%
20.8%
**25.3%
**16.0%
**21.6%
**16.9%
**13.9%
**21.2%
**27.3%
19.8%
22.0%
**19.3%
**28.7%
73.1%
**67.2%
**79.2%
**71.9%
**74.8%
**80.9%
**72.3%
**67.4%
74.7%
70.6%
**75.4%
**60.0%
17.2%
**20.1%
**14.1%
16.2%
19.2%
17.2%
16.5%
16.8%
*15.4%
*19.9%
**15.8%
**24.8%
37.3%
37.0%
37.6%
**28.6%
**31.2%
**30.4%
**41.4%
**45.4%
*34.3%
*41.7%
36.6%
41.0%
54.1%
52.9%
55.4%
**63.8%
**57.3%
**59.8%
**51.3%
**47.3%
**58.1%
**48.4%
*55.7%
*45.5%
27.4%
28.2%
26.6%
**32.4%
**33.2%
**31.6%
**29.4%
**17.7%
27.5%
27.3%
**25.4%
**38.4%
60.4%
59.8%
61.1%
50.8%
61.9%
62.7%
61.6%
60.0%
60.5%
60.3%
60.5%
59.7%
28.7%
29.9%
27.4%
*35.7%
*24.6%
*24.9%
*26.4%
*33.5%
29.6%
27.4%
*29.8%
*22.6%
20.7%
20.5%
20.9%
20.0%
21.5%
19.4%
23.6%
19.1%
20.0%
21.7%
*19.6%
*26.8%
60.3%
58.1%
62.5%
**36.2%
**53.0%
**56.9%
**67.6%
**68.7%
59.5%
61.4%
*61.5%
*53.5%
31.3%
32.8%
29.7%
**50.8%
**36.7%
**36.4%
**23.2%
**24.7%
*33.6%
*28.0%
31.4%
31.0%
136
Technology and Play
A-Q6: Continued
AQ6 Continued
Video apps (e.g.
YouTube)
Story apps/interactive
books (e.g. Nighty
Night, Cinderella)
Role play (e.g. Princess
Dress‐Up; Pet Shop)
Creative production
(e.g. First Camera,
Video Star)
Augmented reality
(e.g. Mattel Apptivity
apps; ColAR Mix; AR
Flashcards)
On a smartphone
On a tablet
computer
Does not use this
type of app
On a smartphone
On a tablet
computer
Does not use this
type of app
On a smartphone
On a tablet
computer
Does not use this
type of app
On a smartphone
On a tablet
computer
Does not use this
type of app
On a smartphone
On a tablet
computer
Does not use this
type of app
Gender
Age (in years)
Social Class
Ethnicity
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
28.8%
28.9%
28.7%
30.3%
30.4%
29.9%
32.0%
24.1%
27.8%
30.2%
**26.0%
**44.2%
51.1%
50.6%
51.6%
50.3%
47.9%
49.3%
53.2%
52.9%
50.2%
52.4%
50.1%
56.8%
39.0%
38.7%
39.2%
38.9%
41.0%
41.1%
35.2%
39.2%
40.9%
36.2%
**41.6%
**24.5%
18.5%
17.3%
19.7%
16.2%
20.6%
20.3%
18.0%
16.8%
18.9%
17.8%
*17.3%
*24.8%
51.7%
49.3%
54.3%
**44.9%
**43.8%
**48.3%
**55.6%
**57.9%
51.1%
52.6%
51.6%
52.3%
39.4%
*42.9%
*35.7%
*47.6%
*44.4%
*41.4%
*35.0%
*35.9%
40.2%
38.2%
*40.9%
*31.3%
13.6%
*11.2%
*16.2%
15.7%
11.5%
11.7%
16.3%
13.4%
13.1%
14.4%
*12.5%
*19.7%
35.3%
*29.2%
*41.7%
**27.6%
**24.1%
**28.0%
**41.4%
**44.7%
33.5%
37.8%
34.6%
38.7%
57.2%
**63.7%
**50.4%
**64.9%
**67.0%
**63.6%
**50.9%
**49.3%
*59.6%
*53.7%
*58.6%
*49.4%
11.4%
*13.4%
*9.3%
8.1%
12.6%
12.2%
11.8%
10.8%
**8.9%
**15.0%
**9.3%
**22.9%
24.9%
25.5%
24.2%
22.2%
24.9%
20.8%
25.3%
28.2%
**22.1%
**28.7%
24.0%
29.4%
67.8%
65.9%
69.8%
74.1%
65.9%
71.5%
66.5%
65.3%
**72.3%
**61.4%
**70.2%
**54.8%
8.5%
*10.3%
*6.5%
10.8%
9.5%
7.2%
9.9%
6.9%
7.5%
9.9%
**7.3%
**14.8%
18.5%
**21.6%
**15.1%
16.2%
19.2%
16.5%
18.2%
20.3%
17.5%
19.9%
*17.2%
*25.5%
75.6%
**71.8%
**79.7%
76.2%
73.4%
78.0%
75.5%
75.3%
77.6%
72.8%
**78.0%
**62.9%
137
Technology and Play
A-Q7: Which of the following types of activities does your child use a tablet for
Notes: Percentages out of all respondents, statistical significance from crosstabulations for each combination of activity (yes/no) and demographic group denoted within cells.
demographic group denoted within cells.
Gender
All
Male
Age
Female
Social Class
< 1 year old
1 year old
2 years old
3 years old
4 to 5
years
ABC1
Ethnicity
C2DE
White
BME
Drawing and painting
55.8%
53.1%
58.7%
**40.0%
**43.3%
**54.1%
**63.7%
**63.2%
*53.4%
*59.3%
56.7%
51.0%
Colouring in
53.3%
**48.8%
**58.0%
**37.8%
**42.7%
**50.2%
**62.4%
**59.3%
*50.6%
*57.0%
54.2%
48.1%
9.2%
9.3%
9.0%
7.6%
7.4%
7.9%
11.6%
9.6%
9.6%
8.5%
*8.4%
*13.2%
Making videos
10.6%
11.6%
9.6%
11.9%
10.0%
9.8%
10.1%
11.5%
*9.0%
*12.9%
*9.6%
*15.8%
Taking photographs
34.3%
33.8%
34.8%
**22.7%
**22.9%
**31.6%
**39.1%
43.0%
*32.0%
*37.6%
33.4%
39.0%
Other creative activities
24.9%
23.9%
26.0%
*19.5%
*18.3%
*24.4%
*29.6%
*27.1%
24.2%
25.9%
24.6%
26.5%
Watching video
45.2%
46.6%
43.7%
43.2%
43.0%
42.8%
50.0%
45.0%
44.7%
45.9%
45.1%
45.8%
Reading stories
33.7%
31.4%
36.0%
**34.1%
**25.5%
**28.5%
**35.8%
**40.4%
33.8%
33.5%
33.3%
35.8%
Play with/use apps for gaming
39.3%
40.1%
38.4%
**22.2%
**23.8%
**31.1%
**46.8%
**54.0%
37.1%
42.5%
39.8%
36.8%
8.4%
8.9%
7.8%
11.4%
8.0%
5.5%
9.2%
9.1%
7.7%
9.4%
**7.3%
**14.2%
To help with learning/education
56.6%
55.0%
58.3%
**38.9%
**45.0%
**55.5%
**65.0%
**63.2%
57.1%
55.9%
**58.5%
**46.5%
Listen to stories/audiobooks
39.9%
37.1%
42.7%
36.2%
35.0%
42.1%
42.5%
40.2%
40.0%
39.6%
39.4%
42.3%
Listen to music
34.9%
32.9%
37.1%
37.3%
35.0%
30.9%
35.8%
36.4%
33.8%
36.5%
34.2%
39.0%
6.1%
6.9%
5.3%
**10.3%
**10.0%
**3.8%
**6.0%
**4.1%
5.9%
6.3%
**5.3%
**10.6%
Look at pictures/photos
50.7%
*47.2%
*54.4%
47.0%
45.8%
51.4%
56.7%
49.5%
50.6%
50.8%
51.2%
48.1%
Voice/video communication, e.g.
FaceTime/Skype
Browsing the internet (looking at websites)
16.3%
15.9%
16.7%
20.5%
15.2%
17.2%
17.0%
14.4%
17.4%
14.7%
*15.3%
*21.9%
9.6%
10.7%
8.4%
12.4%
8.3%
6.7%
9.0%
12.0%
9.2%
10.2%
9.1%
12.6%
7.1%
8.5%
5.7%
*11.4%
*5.7%
*4.8%
*5.8%
*9.3%
5.9%
8.8%
6.7%
9.4%
28.8%
27.4%
30.4%
30.3%
24.1%
30.1%
31.1%
28.5%
27.0%
31.5%
28.6%
30.3%
23.5%
22.6%
24.5%
24.9%
18.9%
21.5%
27.3%
24.4%
22.5%
25.1%
23.0%
26.5%
15.3%
15.4%
15.2%
15.7%
14.9%
12.7%
16.1%
16.7%
15.4%
15.2%
14.7%
18.7%
0.6%
0.5%
0.7%
2.2%
0.9%
0.5%
0.6%
0.0%
0.6%
0.6%
0.6%
0.6%
Making collages
Play with/use apps for social
Look at magazines
Using a search engine (e.g. typing key
words into Google and searching)
Watching music videos on YouTube
Watching videos made by other children on
YouTube (e.g. ‘unboxing’ videos)
Watching ‘catch‐up’ TV
Other
138
Technology and Play
Section B: Tablet usage
B-Q1: What times of day does your child use a tablet? (Weekday)
Notes: Percentages out of each demographic group, e.g 26.9% of male children use tablets before 9am. Statistical significance from crosstabulations for each combination of time
Section B: Tablet usage
(use/no use) and demographic group denoted within cells.
crosstabulations for each combination of time (use/no use) and demographic group denoted within cells.
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
22.4%
BME
24.9%
26.9%
22.8%
27.0%
30.7%
23.7%
22.1%
23.9%
Between 9am and 12pm
22.3%
22.4%
22.0%
**31.4%
**30.1%
**27.0%
**20.6%
**12.5%
*19.8%
*25.8%
21.5%
26.1%
Between 12pm and 2pm
19.8%
20.5%
19.1%
**24.9%
**29.5%
**21.1%
**18.7%
**12.4%
**16.2%
**25.0%
**18.4%
**27.4%
Between 2pm and 4pm
30.8%
31.0%
30.5%
**28.6%
**34.4%
**32.1%
**36.1%
**24.1%
**27.4%
**35.6%
30.6%
31.6%
Between 4pm and 6pm
52.3%
52.6%
52.0%
**43.8%
**43.8%
**47.1%
**51.7%
**64.3%
52.2%
52.5%
52.9%
49.0%
Between 6pm and 8pm
28.4%
28.6%
28.3%
26.5%
26.4%
25.4%
30.0%
31.3%
28.0%
29.1%
27.8%
31.9%
6.6%
6.8%
6.4%
*11.4%
*8.6%
*4.8%
*7.1%
*4.8%
*5.3%
*8.4%
*5.3%
*13.9%
After 8pm
26.6%
White
Before 9am (Breakfast time)
25.0%
24.2%
B-Q1: What times of day does your child use a tablet? (Weekend)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
24.2%
25.2%
23.1%
22.7%
24.4%
20.3%
25.8%
25.9%
25.2%
22.7%
25.1%
Between 9am and 12pm
41.6%
41.2%
41.9%
42.2%
38.1%
38.8%
40.6%
46.2%
40.0%
43.7%
41.3%
42.9%
Between 12pm and 2pm
34.3%
34.4%
34.2%
34.6%
32.4%
29.4%
37.3%
36.4%
*31.3%
*38.6%
*33.0%
*41.6%
Between 2pm and 4pm
44.9%
45.5%
44.2%
40.0%
43.3%
41.9%
49.6%
45.7%
*42.4%
*48.4%
44.9%
44.8%
Between 4pm and 6pm
45.5%
44.9%
46.0%
**39.5%
**37.8%
**43.1%
**44.6%
**54.3%
47.3%
42.8%
45.1%
47.1%
Between 6pm and 8pm
29.5%
29.0%
30.0%
31.4%
24.9%
27.0%
30.0%
32.8%
29.0%
30.1%
28.9%
32.6%
9.1%
10.5%
7.6%
**7.6%
**11.2%
**6.9%
**10.9%
**8.4%
8.3%
10.2%
**7.8%
**16.5%
After 8pm
18.7%
139
Technology and Play
B-Q2a: For each occasion your child uses a tablet computer, we would like to know what activities they use it for at each time
Notes: Percentages out of the demographic group, e.g. 15.0% of males use learning apps before 9am on weekdays.
Significance tests for only for differences at each time point within each demographic group (as participants could select multiple times of use)
1. Weekdays drawing and painting (n = 1116)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
12.8%
15.0%
10.7%
6.8%
13.9%
14.6%
13.5%
12.0%
12.9%
12.7%
12.8%
12.7%
Between 9am and 12pm
13.5%
13.4%
13.7%
**16.2%
**21.2%
**17.7%
**15.2%
**6.0%
12.9%
14.4%
14.0%
10.8%
Between 12pm and 2pm
10.8%
11.9%
9.8%
*20.3%
*15.2%
*13.3%
*9.4%
*6.8%
*8.3%
*14.2%
10.5%
12.7%
Between 2pm and 4pm
21.2%
19.4%
23.0%
14.9%
27.2%
22.1%
24.9%
16.6%
20.2%
22.6%
21.3%
20.9%
Between 4pm and 6pm
33.6%
33.0%
34.2%
*33.8%
*22.5%
*29.6%
*33.0%
*41.0%
34.3%
32.6%
35.1%
24.7%
Between 6pm and 8pm
13.7%
12.3%
15.1%
8.1%
12.6%
11.1%
13.8%
16.8%
14.3%
12.9%
13.8%
13.3%
1.7%
1.6%
1.8%
0.0%
3.3%
1.8%
2.0%
1.1%
1.9%
1.4%
**1.1%
**5.1%
After 8pm
2. Weekends drawing and painting (n = 1116)
Gender
All
Before 9am (Breakfast time)
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
9.8%
9.2%
10.4%
5.4%
11.3%
6.6%
12.1%
10.1%
11.6%
7.4%
10.5%
5.1%
Between 9am and 12pm
22.0%
20.0%
23.9%
*14.9%
*18.5%
*18.6%
*19.5%
*28.8%
21.1%
23.0%
23.2%
14.6%
Between 12pm and 2pm
17.2%
15.9%
18.4%
13.5%
15.9%
13.3%
17.2%
20.9%
15.3%
19.7%
17.4%
15.8%
Between 2pm and 4pm
26.3%
26.2%
26.5%
12.2%
21.9%
25.7%
30.3%
28.3%
26.2%
26.5%
27.3%
20.3%
Between 4pm and 6pm
23.6%
22.5%
24.6%
**12.2%
**17.9%
**19.9%
**22.9%
**31.0%
25.9%
20.5%
23.6%
23.4%
Between 6pm and 8pm
10.9%
9.5%
12.3%
8.1%
9.9%
8.4%
11.4%
13.0%
11.6%
10.1%
11.5%
7.6%
1.7%
1.5%
1.9%
0.0%
2.6%
0.9%
2.4%
1.6%
1.4%
2.1%
1.6%
2.5%
After 8pm
140
Technology and Play
3. Weekdays colouring in (n = 1065)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
C2DE
Before 9am (Breakfast time)
10.9%
11.4%
10.5%
14.3%
12.1%
11.4%
10.3%
9.9%
12.2%
Between 9am and 12pm
12.6%
12.7%
12.4%
**15.7%
**22.8%
**14.3%
**13.1%
**6.1%
Between 12pm and 2pm
11.2%
11.4%
11.0%
15.7%
15.4%
12.4%
11.0%
7.8%
Between 2pm and 4pm
20.5%
19.3%
21.5%
*12.9%
*27.5%
*23.3%
*23.4%
Between 4pm and 6pm
32.4%
32.1%
32.7%
*32.9%
*24.2%
*31.9%
Between 6pm and 8pm
12.6%
12.7%
12.4%
*2.9%
*9.4%
*8.1%
1.7%
1.8%
1.6%
0.0%
3.4%
1.0%
After 8pm
Ethnicity
White
BME
9.2%
10.9%
10.7%
10.4%
15.4%
13.0%
10.1%
*8.9%
*14.1%
10.8%
13.4%
*14.8%
19.8%
21.4%
21.3%
15.4%
*28.9%
*39.1%
32.0%
32.9%
33.6%
24.8%
*15.5%
*16.2%
13.2%
11.8%
12.8%
11.4%
2.1%
1.4%
1.3%
2.1%
1.3%
4.0%
4. Weekends colouring in (n = 1065)
Gender
All
Before 9am (Breakfast time)
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
9.6%
8.4%
10.7%
2.9%
8.7%
7.6%
10.7%
11.6%
10.9%
7.9%
10.5%
4.0%
Between 9am and 12pm
24.4%
21.1%
27.4%
20.0%
24.2%
18.6%
24.4%
29.0%
23.1%
26.1%
25.4%
18.1%
Between 12pm and 2pm
18.1%
15.9%
20.1%
18.6%
12.1%
18.6%
17.9%
20.6%
16.9%
19.7%
18.3%
16.8%
Between 2pm and 4pm
26.9%
27.9%
26.1%
15.7%
25.5%
28.6%
27.8%
28.1%
27.1%
26.7%
*28.4%
*18.1%
Between 4pm and 6pm
24.7%
23.1%
26.1%
**14.3%
**18.1%
**19.0%
**23.7%
**33.9%
*27.8%
*20.7%
25.1%
22.1%
Between 6pm and 8pm
11.5%
10.2%
12.6%
7.1%
7.4%
8.1%
14.1%
13.9%
13.1%
9.4%
11.8%
9.4%
2.0%
2.0%
2.0%
0.0%
2.0%
1.4%
3.4%
1.4%
1.7%
2.4%
2.0%
2.0%
After 8pm
141
Technology and Play
5. Weekdays making collages (n = 183)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
20.8%
22.9%
18.4%
28.6%
19.2%
24.2%
22.2%
16.1%
16.8%
27.1%
22.5%
14.6%
Between 9am and 12pm
15.3%
15.6%
14.9%
21.4%
26.9%
12.1%
14.8%
10.7%
15.0%
15.7%
13.4%
22.0%
Between 12pm and 2pm
14.8%
17.7%
11.5%
21.4%
23.1%
15.2%
13.0%
10.7%
15.0%
14.3%
14.8%
14.6%
Between 2pm and 4pm
13.7%
9.4%
18.4%
14.3%
7.7%
15.2%
22.2%
7.1%
12.4%
15.7%
12.7%
17.1%
Between 4pm and 6pm
25.1%
21.9%
28.7%
7.1%
15.4%
24.2%
24.1%
35.7%
31.0%
15.7%
23.9%
29.3%
Between 6pm and 8pm
8.7%
9.4%
8.0%
7.1%
7.7%
3.0%
9.3%
12.5%
10.6%
5.7%
9.9%
4.9%
After 8pm
3.8%
5.2%
2.3%
0.0%
7.7%
3.0%
5.6%
1.8%
5.3%
1.4%
2.8%
7.3%
6. Weekends making collages (n = 183)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
8.2%
9.4%
6.9%
0.0%
11.5%
12.1%
7.4%
7.1%
8.8%
7.1%
9.9%
2.4%
Between 9am and 12pm
18.0%
14.6%
21.8%
7.1%
19.2%
12.1%
14.8%
26.8%
19.5%
15.7%
18.3%
17.1%
Between 12pm and 2pm
14.2%
12.5%
16.1%
0.0%
11.5%
6.1%
16.7%
21.4%
15.9%
11.4%
14.1%
14.6%
Between 2pm and 4pm
19.7%
17.7%
21.8%
7.1%
11.5%
15.2%
27.8%
21.4%
24.8%
11.4%
19.0%
22.0%
Between 4pm and 6pm
19.1%
17.7%
20.7%
a0.0%
a3.8%
a12.1%
a18.5%
a35.7%
24.8%
10.0%
19.7%
17.1%
Between 6pm and 8pm
8.2%
9.4%
6.9%
7.1%
0.0%
3.0%
11.1%
12.5%
8.0%
8.6%
8.5%
7.3%
After 8pm
3.8%
6.3%
1.1%
0.0%
7.7%
0.0%
5.6%
3.6%
4.4%
2.9%
3.5%
4.9%
Before 9am (Breakfast time)
a
invalid statistical test due to expected frequencies less than 5
142
Technology and Play
7. Weekdays making videos (n = 212)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
13.2%
16.0%
9.7%
13.6%
25.7%
9.8%
14.9%
7.5%
14.2%
12.3%
11.7%
18.4%
Between 9am and 12pm
10.4%
10.9%
9.7%
4.5%
11.4%
19.5%
8.5%
7.5%
9.4%
11.3%
9.2%
14.3%
Between 12pm and 2pm
10.8%
14.3%
6.5%
18.2%
20.0%
9.8%
10.6%
4.5%
8.5%
13.2%
9.8%
14.3%
Between 2pm and 4pm
15.6%
14.3%
17.2%
22.7%
17.1%
17.1%
17.0%
10.4%
16.0%
15.1%
14.7%
18.4%
Between 4pm and 6pm
20.8%
18.5%
23.7%
9.1%
14.3%
26.8%
17.0%
26.9%
18.9%
22.6%
19.6%
24.5%
Between 6pm and 8pm
16.0%
16.8%
15.1%
0.0%
17.1%
22.0%
19.1%
14.9%
16.0%
16.0%
16.0%
16.3%
5.2%
6.7%
3.2%
4.5%
11.4%
4.9%
4.3%
3.0%
7.5%
2.8%
4.9%
6.1%
After 8pm
8. Weekends making videos (n = 212)
Gender
All
Male
Age
Female
< 1 year
8.5%
9.2%
7.5%
Between 9am and 12pm
15.6%
13.4%
18.3%
4.5%
Between 12pm and 2pm
16.5%
15.1%
18.3%
13.6%
Between 2pm and 4pm
20.8%
21.0%
20.4%
9.1%
Between 4pm and 6pm
17.5%
20.2%
14.0%
Between 6pm and 8pm
11.8%
9.2%
15.1%
3.8%
4.2%
3.2%
Before 9am (Breakfast time)
After 8pm
4.5%
1 year
14.3%
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
2.4%
8.5%
10.4%
8.5%
8.5%
10.4%
2.0%
8.6%
9.8%
14.9%
26.9%
18.9%
12.3%
18.4%
6.1%
11.4%
12.2%
19.1%
20.9%
17.0%
16.0%
17.8%
12.2%
14.3%
26.8%
23.4%
22.4%
17.9%
23.6%
23.9%
10.2%
4.5%
8.6%
19.5%
12.8%
28.4%
17.0%
17.9%
17.8%
16.3%
4.5%
2.9%
12.2%
10.6%
19.4%
9.4%
14.2%
14.1%
4.1%
0.0%
8.6%
4.9%
4.3%
1.5%
5.7%
1.9%
4.3%
2.0%
143
Technology and Play
9. Weekdays taking photographs (n = 686)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
9.3%
9.8%
8.9%
11.9%
12.5%
15.2%
8.2%
5.6%
9.5%
9.1%
9.9%
6.6%
Between 9am and 12pm
9.6%
10.3%
8.9%
19.0%
13.8%
13.6%
7.1%
6.4%
9.5%
9.7%
10.1%
7.4%
Between 12pm and 2pm
9.3%
10.3%
8.3%
11.9%
15.0%
11.4%
7.1%
7.6%
8.0%
11.0%
9.4%
9.1%
Between 2pm and 4pm
18.4%
18.1%
18.6%
16.7%
20.0%
19.7%
21.4%
15.2%
*14.9%
*22.7%
18.8%
16.5%
Between 4pm and 6pm
29.0%
26.7%
31.4%
19.0%
23.8%
27.3%
28.6%
33.6%
30.2%
27.5%
29.9%
24.8%
Between 6pm and 8pm
15.2%
14.9%
15.4%
9.5%
11.3%
15.2%
18.1%
15.2%
15.1%
15.2%
15.2%
14.9%
1.9%
1.7%
2.1%
0.0%
2.5%
3.0%
2.7%
0.8%
1.9%
1.9%
1.4%
4.1%
After 8pm
10. Weekends taking photographs (n = 686)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
9.2%
9.2%
9.2%
4.8%
12.5%
11.4%
10.4%
6.8%
9.5%
8.7%
9.7%
6.6%
Between 9am and 12pm
24.1%
22.1%
26.0%
**19.0%
**16.3%
**17.4%
**20.3%
**33.6%
23.3%
24.9%
25.7%
16.5%
Between 12pm and 2pm
21.1%
21.0%
21.3%
19.0%
18.8%
15.9%
19.2%
26.4%
21.2%
21.0%
21.8%
18.2%
Between 2pm and 4pm
29.2%
30.5%
27.8%
11.9%
25.0%
27.3%
31.3%
32.8%
28.1%
30.4%
30.3%
24.0%
Between 4pm and 6pm
24.1%
24.1%
24.0%
11.9%
20.0%
19.7%
23.1%
30.4%
26.8%
20.7%
25.7%
16.5%
Between 6pm and 8pm
12.4%
10.1%
14.8%
16.7%
6.3%
11.4%
12.1%
14.4%
13.5%
11.0%
12.9%
9.9%
2.3%
2.3%
2.4%
0.0%
3.8%
2.3%
2.2%
2.4%
2.7%
1.9%
1.9%
4.1%
Before 9am (Breakfast time)
After 8pm
144
Technology and Play
11. Weekdays other creative activities (n = 498)
Gender
All
Male
Age
Female
< 1 year
1 year
9.0%
10.2%
7.9%
11.2%
11.4%
11.1%
Between 12pm and 2pm
10.4%
10.2%
10.7%
13.9%
18.8%
13.7%
5.8%
Between 2pm and 4pm
19.7%
18.3%
21.0%
*27.8%
*15.6%
*27.5%
*23.9%
Between 4pm and 6pm
32.7%
30.5%
34.9%
22.2%
21.9%
31.4%
34.1%
Between 6pm and 8pm
14.5%
15.9%
13.1%
11.1%
9.4%
12.7%
2.8%
4.1%
1.6%
0.0%
4.7%
2.9%
After 8pm
a
25.0%
7.8%
Social Class
3 years
Between 9am and 12pm
Before 9am (Breakfast time)
5.6%
2 years
a
20.3%
10.8%
a
11.8%
4 to 5 years
10.9%
a
Male
< 1 year
1 year
2 years
BME
*11.9%
*5.2%
9.1%
8.5%
10.9%
11.7%
11.5%
9.8%
8.2%
*7.4%
*14.6%
10.6%
9.8%
*10.8%
15.8%
24.9%
21.4%
11.0%
39.2%
33.7%
31.5%
34.4%
24.4%
13.8%
19.0%
17.2%
10.8%
13.2%
20.7%
2.9%
2.5%
2.8%
2.8%
2.9%
2.4%
invalid statistical test due to expected frequencies less than 5
Age
Female
White
7.6%
a
a
Gender
Ethnicity
C2DE
3.8%
11.6%
12. Weekends other creative activities (n = 498)
All
ABC1
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.2%
12.6%
9.9%
5.6%
7.8%
12.7%
13.0%
11.4%
11.6%
10.8%
12.3%
6.1%
Between 9am and 12pm
24.7%
23.6%
25.8%
16.7%
23.4%
17.6%
27.5%
29.1%
24.2%
25.4%
25.7%
19.5%
Between 12pm and 2pm
18.9%
17.1%
20.6%
5.6%
10.9%
16.7%
21.7%
24.1%
16.1%
22.5%
19.0%
18.3%
Between 2pm and 4pm
27.7%
28.9%
26.6%
16.7%
23.4%
27.5%
31.9%
28.5%
26.0%
30.0%
28.8%
22.0%
Between 4pm and 6pm
27.1%
27.6%
26.6%
16.7%
25.0%
20.6%
25.4%
36.1%
*32.6%
*19.7%
26.4%
30.5%
Between 6pm and 8pm
12.4%
13.0%
11.9%
11.1%
12.5%
12.7%
9.4%
15.2%
14.0%
10.3%
12.5%
12.2%
2.0%
3.3%
0.8%
0.0%
4.7%
2.0%
1.4%
1.9%
2.1%
1.9%
1.9%
2.4%
After 8pm
145
Technology and Play
13. Weekdays watching video (n = 904)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
14.9%
16.3%
13.4%
*13.8%
*21.3%
*19.6%
*15.0%
*8.4%
17.5%
11.4%
16.1%
8.5%
Between 9am and 12pm
11.7%
11.7%
11.8%
**22.5%
**15.3%
**14.0%
**11.6%
**5.0%
10.8%
13.0%
11.2%
14.8%
Between 12pm and 2pm
10.1%
9.2%
11.1%
*18.8%
*15.3%
*8.4%
*9.0%
*6.5%
8.5%
12.2%
9.3%
14.1%
Between 2pm and 4pm
19.1%
19.6%
18.6%
22.5%
15.3%
19.6%
24.9%
14.9%
18.6%
19.9%
19.2%
19.0%
Between 4pm and 6pm
30.1%
30.2%
30.0%
*16.3%
*24.7%
*31.3%
*28.8%
*37.8%
30.9%
28.9%
31.8%
21.1%
Between 6pm and 8pm
18.5%
16.7%
20.5%
*6.3%
*14.7%
*19.6%
*24.0%
*18.7%
19.2%
17.5%
18.1%
20.4%
3.1%
3.1%
3.1%
1.3%
3.3%
3.9%
3.0%
3.1%
2.8%
3.4%
2.5%
6.3%
After 8pm
14. Weekends watching video (n = 904)
Gender
All
Before 9am (Breakfast time)
13.5%
Between 9am and 12pm
24.8%
Between 12pm and 2pm
18.9%
Between 2pm and 4pm
26.3%
Between 4pm and 6pm
Between 6pm and 8pm
After 8pm
Male
14.4%
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
12.5%
6.3%
16.0%
11.2%
15.9%
13.7%
**17.1%
**8.5%
*15.1%
*4.9%
23.5%
26.2%
21.3%
20.0%
20.7%
25.3%
30.9%
24.7%
24.9%
24.8%
24.6%
*15.0%
*23.3%
17.5%
12.7%
15.1%
21.0%
23.7%
17.5%
21.0%
18.1%
23.2%
25.4%
27.4%
*20.0%
*16.7%
*26.8%
*33.0%
*27.5%
27.1%
25.2%
26.8%
23.9%
26.0%
26.7%
25.2%
*20.0%
*16.0%
*28.5%
*24.0%
*33.6%
28.8%
22.0%
26.4%
23.9%
16.0%
14.8%
17.5%
12.5%
10.7%
16.2%
17.2%
19.1%
18.4%
12.7%
15.6%
18.3%
4.0%
3.8%
4.2%
2.5%
4.0%
3.4%
5.6%
3.4%
4.2%
3.7%
3.4%
7.0%
146
Technology and Play
15. Weekdays reading stories (n = 673)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
7.1%
8.4%
6.0%
3.2%
9.0%
8.4%
8.4%
6.0%
6.5%
8.0%
7.5%
5.4%
Between 9am and 12pm
7.6%
6.8%
8.3%
17.5%
9.0%
9.2%
5.4%
5.1%
5.5%
10.5%
7.5%
8.1%
Between 12pm and 2pm
8.5%
9.3%
7.7%
*11.1%
*16.9%
*10.9%
*6.6%
*4.7%
6.3%
11.6%
8.2%
9.9%
Between 2pm and 4pm
16.6%
14.6%
18.6%
17.5%
19.1%
21.0%
16.8%
13.2%
16.6%
16.7%
16.0%
19.8%
Between 4pm and 6pm
29.6%
31.9%
27.4%
17.5%
28.1%
22.7%
29.9%
36.6%
31.7%
26.5%
30.6%
24.3%
Between 6pm and 8pm
16.0%
16.7%
15.4%
7.9%
7.9%
14.3%
18.0%
20.9%
18.1%
13.1%
16.5%
13.5%
3.4%
4.6%
2.3%
4.8%
5.6%
1.7%
3.6%
3.0%
3.3%
3.6%
2.8%
6.3%
After 8pm
16. Weekends reading stories (n = 673)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
10.3%
9.3%
11.1%
4.8%
9.0%
6.7%
12.0%
12.8%
10.6%
9.8%
11.2%
5.4%
Between 9am and 12pm
16.8%
18.0%
15.7%
17.5%
19.1%
11.8%
14.4%
20.0%
17.1%
16.4%
17.6%
12.6%
Between 12pm and 2pm
13.1%
12.1%
14.0%
12.7%
7.9%
10.9%
20.4%
11.1%
13.3%
12.7%
13.0%
13.5%
Between 2pm and 4pm
22.7%
22.3%
23.1%
17.5%
19.1%
27.7%
24.0%
22.1%
24.1%
20.7%
23.7%
18.0%
Between 4pm and 6pm
23.6%
23.5%
23.7%
17.5%
18.0%
19.3%
21.6%
31.1%
**28.4%
**16.7%
23.7%
23.4%
Between 6pm and 8pm
15.6%
17.6%
13.7%
17.5%
12.4%
11.8%
10.8%
21.7%
15.8%
15.3%
15.8%
14.4%
3.0%
3.7%
2.3%
3.2%
6.7%
1.7%
1.8%
3.0%
2.8%
3.3%
2.8%
3.6%
After 8pm
147
Technology and Play
17. Weekdays play/use with apps for gaming (n = 786)
Gender
All
Male
Age
Female
< 1 year
Before 9am (Breakfast time)
11.6%
11.4%
11.8%
4.9%
Between 9am and 12pm
10.3%
9.9%
10.7%
Between 12pm and 2pm
8.9%
7.0%
11.0%
Between 2pm and 4pm
19.3%
16.0%
Between 4pm and 6pm
38.3%
Between 6pm and 8pm
17.8%
2.4%
After 8pm
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
14.5%
12.3%
11.0%
11.8%
13.7%
8.9%
12.5%
*17.1%
*9.6%
*15.4%
*11.0%
*7.0%
*7.6%
*13.8%
11.0%
6.1%
12.2%
13.3%
12.3%
6.0%
8.0%
*5.9%
*12.6%
8.5%
11.4%
23.1%
12.2%
18.1%
23.8%
23.9%
15.6%
17.6%
21.5%
20.2%
14.0%
42.1%
34.0%
**19.5%
**20.5%
**33.8%
**42.2%
**44.6%
40.0%
36.1%
39.7%
29.8%
16.5%
19.3%
4.9%
12.0%
17.7%
17.4%
21.3%
18.1%
17.5%
17.7%
18.4%
1.9%
2.9%
0.0%
4.8%
3.1%
2.3%
1.9%
2.5%
2.3%
a1.8%
a
6.1%
a
6.1%
invalid statistical test due to expected frequencies less than 5
18. Weekends play/use with apps for gaming (n = 786)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
14.0%
14.5%
13.4%
7.3%
15.7%
9.2%
12.8%
17.2%
**17.8%
**9.2%
15.0%
7.9%
Between 9am and 12pm
26.7%
28.3%
24.9%
**24.4%
**10.8%
**23.1%
**22.9%
**35.4%
27.5%
25.8%
28.3%
17.5%
Between 12pm and 2pm
22.0%
21.1%
23.1%
22.0%
16.9%
16.2%
22.5%
25.5%
20.1%
24.4%
22.2%
21.1%
Between 2pm and 4pm
32.4%
29.8%
35.4%
17.1%
22.9%
30.8%
34.9%
36.0%
31.8%
33.2%
33.9%
23.7%
Between 4pm and 6pm
29.6%
30.8%
28.4%
**12.2%
**16.9%
**23.1%
**26.6%
**40.1%
**35.5%
**22.3%
29.6%
29.8%
Between 6pm and 8pm
14.9%
13.8%
16.1%
7.3%
7.2%
11.5%
14.2%
19.7%
16.2%
13.2%
15.6%
10.5%
3.8%
3.4%
4.3%
7.3%
3.6%
3.8%
3.7%
3.5%
3.9%
3.7%
3.7%
4.4%
After 8pm
148
Technology and Play
19. Weekdays play/use with apps for social (n = 168)
Gender
All
Before 9am (Breakfast time)
Between 9am and 12pm
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
10.1%
9.8%
10.5%
4.8%
21.4%
4.3%
16.3%
3.8%
8.8%
11.7%
10.5%
9.1%
9.5%
9.8%
9.2%
23.8%
3.6%
8.7%
7.0%
9.4%
9.9%
9.1%
10.5%
6.8%
Between 12pm and 2pm
6.0%
5.4%
6.6%
0.0%
7.1%
8.7%
4.7%
7.5%
2.2%
10.4%
6.5%
4.5%
Between 2pm and 4pm
16.1%
14.1%
18.4%
23.8%
10.7%
21.7%
18.6%
11.3%
14.3%
18.2%
13.7%
22.7%
Between 4pm and 6pm
25.0%
22.8%
27.6%
14.3%
25.0%
8.7%
27.9%
34.0%
30.8%
18.2%
26.6%
20.5%
Between 6pm and 8pm
8.9%
6.5%
11.8%
0.0%
17.9%
8.7%
16.3%
1.9%
11.0%
6.5%
8.1%
11.4%
After 8pm
4.2%
4.3%
3.9%
0.0%
10.7%
0.0%
7.0%
1.9%
5.5%
2.6%
2.4%
9.1%
20. Weekends play/use with apps for social (n = 168)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.3%
15.2%
6.6%
14.3%
10.7%
0.0%
9.3%
17.0%
9.9%
13.0%
12.1%
9.1%
Between 9am and 12pm
13.7%
16.3%
10.5%
14.3%
7.1%
13.0%
14.0%
17.0%
16.5%
10.4%
12.9%
15.9%
Between 12pm and 2pm
10.7%
13.0%
7.9%
4.8%
0.0%
17.4%
11.6%
15.1%
12.1%
9.1%
9.7%
13.6%
Between 2pm and 4pm
17.3%
19.6%
14.5%
14.3%
10.7%
13.0%
27.9%
15.1%
20.9%
13.0%
15.3%
22.7%
Between 4pm and 6pm
15.5%
14.1%
17.1%
4.8%
7.1%
8.7%
23.3%
20.8%
19.8%
10.4%
12.9%
22.7%
Between 6pm and 8pm
11.9%
12.0%
11.8%
9.5%
17.9%
4.3%
14.0%
11.3%
14.3%
9.1%
8.9%
4.2%
6.5%
1.3%
0.0%
3.6%
0.0%
7.0%
5.7%
5.5%
2.6%
After 8pm
a
a
0.8%
20.5%
a
13.6%
invalid statistical test due to expected frequencies less than 5
149
Technology and Play
21. Weekdays to help learning/education (n = 1132)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
9.5%
10.2%
8.7%
9.7%
10.2%
9.5%
9.9%
8.7%
11.3%
6.8%
9.9%
6.3%
Between 9am and 12pm
11.7%
12.4%
11.1%
**20.8%
**15.9%
**14.2%
**12.5%
**6.0%
11.4%
12.2%
12.1%
9.0%
Between 12pm and 2pm
10.6%
9.5%
11.7%
*6.9%
*18.5%
*12.1%
*9.2%
*8.2%
*8.0%
*14.4%
10.3%
12.5%
Between 2pm and 4pm
22.1%
22.1%
22.1%
*22.2%
*21.7%
*27.6%
*26.7%
*14.9%
20.7%
24.2%
22.3%
20.8%
Between 4pm and 6pm
37.2%
36.2%
38.2%
**29.2%
**25.5%
**30.6%
**37.0%
**48.1%
38.8%
34.9%
37.3%
36.1%
Between 6pm and 8pm
14.9%
15.5%
14.3%
*6.9%
*10.2%
*10.8%
*15.8%
*20.4%
15.3%
14.4%
14.6%
17.4%
2.2%
2.1%
2.3%
1.4%
2.5%
2.6%
2.6%
1.6%
1.9%
2.6%
**1.7%
**5.6%
Before 9am (Breakfast time)
After 8pm
22. Weekends to help learning/education (n = 1132)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.7%
12.2%
11.1%
16.7%
10.8%
10.8%
9.9%
13.0%
13.7%
8.7%
*12.7%
*4.9%
Between 9am and 12pm
22.6%
21.7%
23.5%
20.8%
18.5%
19.4%
20.1%
28.8%
22.4%
22.9%
23.2%
18.8%
Between 12pm and 2pm
19.3%
18.2%
20.5%
18.1%
17.2%
15.1%
18.5%
23.9%
17.1%
22.7%
18.8%
22.9%
Between 2pm and 4pm
29.8%
29.3%
30.2%
22.2%
25.5%
30.2%
30.7%
32.1%
30.0%
29.4%
30.6%
24.3%
Between 4pm and 6pm
26.8%
25.3%
28.3%
**13.9%
**19.7%
**21.6%
**25.1%
**37.0%
29.4%
22.9%
26.9%
25.7%
Between 6pm and 8pm
11.8%
11.0%
12.7%
11.1%
8.3%
10.8%
10.2%
15.5%
12.5%
10.9%
11.6%
13.2%
1.4%
1.6%
1.2%
0.0%
1.9%
0.4%
2.3%
1.4%
1.2%
1.7%
After 8pm
a
a
1.3%
a
2.1%
invalid statistical test due to expected frequencies less than 5
150
Technology and Play
23. Weekdays listen to stories/audiobooks (n = 797)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
7.4%
8.6%
6.3%
10.4%
10.7%
7.4%
5.6%
6.4%
7.0%
8.0%
8.1%
Between 9am and 12pm
9.9%
10.5%
9.4%
**20.9%
**17.2%
**9.1%
**8.6%
**4.7%
7.8%
12.9%
10.5%
6.9%
Between 12pm and 2pm
8.0%
7.1%
8.9%
**6.0%
**18.0%
**5.1%
**7.6%
**6.0%
6.1%
10.8%
7.2%
12.2%
Between 2pm and 4pm
19.3%
18.3%
20.2%
26.9%
18.0%
21.0%
22.7%
13.7%
17.4%
22.2%
19.2%
19.8%
Between 4pm and 6pm
30.7%
29.1%
32.3%
*16.4%
*24.6%
*27.3%
*31.3%
*40.2%
32.6%
28.0%
32.3%
22.9%
Between 6pm and 8pm
17.9%
18.3%
17.6%
10.4%
16.4%
13.6%
20.2%
22.2%
18.6%
16.9%
18.6%
14.5%
1.9%
1.8%
1.9%
1.5%
3.3%
1.1%
2.0%
1.7%
1.5%
2.5%
a1.4%
After 8pm
Gender
Male
Age
Female
a
4.6%
a invalid statistical test due to expected frequencies less than 5
24. Weekends listen to stories/audiobooks (n = 797)
All
3.8%
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
10.2%
11.3%
9.2%
6.0%
9.8%
4.5%
11.6%
14.5%
11.0%
8.9%
10.8%
6.9%
Between 9am and 12pm
21.7%
20.7%
22.7%
22.4%
20.5%
17.6%
23.2%
23.9%
19.9%
24.3%
23.0%
15.3%
Between 12pm and 2pm
15.6%
*11.0%
*19.8%
9.0%
17.2%
14.8%
17.7%
15.4%
13.6%
18.5%
15.6%
15.3%
Between 2pm and 4pm
24.0%
23.8%
24.1%
14.9%
22.1%
26.1%
25.3%
24.8%
22.5%
26.2%
24.8%
19.8%
Between 4pm and 6pm
26.3%
24.9%
27.7%
**14.9%
**22.1%
**18.8%
**24.7%
**38.9%
*30.7%
*20.0%
26.4%
26.0%
Between 6pm and 8pm
15.7%
16.8%
14.7%
17.9%
12.3%
12.5%
14.1%
20.5%
16.9%
13.8%
16.1%
13.7%
2.5%
1.8%
3.1%
1.5%
4.9%
1.7%
3.0%
1.7%
1.9%
3.4%
2.1%
4.6%
After 8pm
151
Technology and Play
25. Weekdays listen to music (n = 699)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.2%
12.7%
9.7%
8.7%
14.8%
13.2%
11.4%
8.5%
11.5%
10.7%
12.3%
5.8%
Between 9am and 12pm
11.6%
12.1%
11.1%
*20.3%
*11.5%
*17.1%
*10.2%
*6.6%
11.0%
12.3%
11.4%
12.4%
Between 12pm and 2pm
8.7%
8.6%
8.9%
*8.7%
*18.0%
*7.0%
*5.4%
*7.1%
6.5%
11.7%
9.0%
7.4%
Between 2pm and 4pm
19.3%
20.9%
17.8%
21.7%
21.3%
22.5%
22.8%
12.7%
18.0%
21.0%
19.7%
17.4%
Between 4pm and 6pm
31.6%
32.4%
30.8%
23.2%
26.2%
28.7%
32.3%
38.7%
34.1%
28.3%
33.2%
24.0%
Between 6pm and 8pm
14.4%
12.4%
16.4%
10.1%
13.1%
11.6%
16.8%
16.5%
15.3%
13.3%
14.9%
12.4%
2.7%
3.2%
2.2%
0.0%
4.1%
2.3%
4.2%
1.9%
3.3%
2.0%
2.2%
5.0%
After 8pm
26. Weekends listen to music (n = 699)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.7%
12.1%
11.4%
8.7%
11.5%
12.4%
14.4%
10.4%
12.8%
10.3%
12.3%
9.1%
Between 9am and 12pm
23.9%
23.3%
24.4%
17.4%
16.4%
23.3%
24.6%
30.2%
25.1%
22.3%
25.1%
18.2%
Between 12pm and 2pm
19.2%
17.7%
20.6%
15.9%
16.4%
13.2%
21.6%
23.6%
17.3%
21.7%
19.4%
18.2%
Between 2pm and 4pm
24.9%
23.0%
26.7%
21.7%
25.4%
24.0%
29.9%
22.2%
24.6%
25.3%
26.3%
18.2%
Between 4pm and 6pm
25.3%
26.5%
24.2%
21.7%
19.7%
25.6%
22.2%
32.1%
28.8%
20.7%
27.0%
17.4%
Between 6pm and 8pm
12.6%
11.2%
13.9%
11.6%
12.3%
8.5%
12.6%
15.6%
15.0%
9.3%
13.5%
8.3%
3.3%
2.7%
3.9%
4.3%
4.9%
3.1%
4.2%
1.4%
3.3%
3.3%
3.6%
1.7%
After 8pm
27. Weekdays look at magazines (n = 122)
152
Technology and Play
Gender
All
Male
Age
Female
< 1 year
1 year
Before 9am (Breakfast time)
14.8%
21.1%
5.9%
Between 9am and 12pm
13.9%
14.1%
13.7%
Between 12pm and 2pm
14.8%
11.3%
19.6%
Between 2pm and 4pm
13.1%
9.9%
17.6%
15.8%
11.4%
Between 4pm and 6pm
25.4%
28.2%
21.6%
15.8%
Between 6pm and 8pm
11.5%
14.1%
7.8%
15.8%
3.3%
2.8%
3.9%
5.3%
After 8pm
0.0%
5.3%
a
15.8%
a
2 years
17.1%
12.5%
11.4%
12.5%
25.7%
a
6.3%
Social Class
3 years
a
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
25.0%
12.5%
11.4%
19.2%
21.4%
16.7%
11.4%
17.3%
15.7%
9.1%
8.3%
18.6%
9.6%
**6.7%
**36.4%
10.7%
a
15.7%
12.1%
18.8%
10.7%
12.5%
12.9%
13.5%
13.5%
12.1%
22.9%
6.3%
35.7%
37.5%
30.0%
19.2%
25.8%
24.2%
8.6%
18.8%
10.7%
8.3%
14.3%
7.7%
9.0%
18.2%
2.9%
0.0%
3.6%
4.2%
2.9%
3.8%
3.4%
3.0%
a invalid statistical test due to expected frequencies less than 5
28. Weekends look at magazines (n = 122)
Gender
All
Before 9am (Breakfast time)
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
7.4%
4.2%
11.8%
15.8%
5.7%
6.3%
7.1%
4.2%
7.1%
7.7%
6.7%
9.1%
Between 9am and 12pm
14.8%
16.9%
11.8%
15.8%
17.1%
12.5%
10.7%
16.7%
12.9%
17.3%
12.4%
21.2%
Between 12pm and 2pm
9.0%
7.0%
11.8%
5.3%
5.7%
6.3%
14.3%
12.5%
11.4%
5.8%
9.0%
9.1%
Between 2pm and 4pm
13.1%
8.5%
19.6%
5.3%
14.3%
25.0%
14.3%
8.3%
15.7%
9.6%
10.1%
21.2%
Between 4pm and 6pm
13.9%
14.1%
13.7%
0.0%
8.6%
12.5%
21.4%
25.0%
*21.4%
*3.8%
13.5%
15.2%
Between 6pm and 8pm
8.2%
8.5%
7.8%
10.5%
5.7%
0.0%
10.7%
12.5%
10.0%
5.8%
6.7%
12.1%
After 8pm
3.3%
4.2%
2.0%
0.0%
0.0%
12.5%
3.6%
4.2%
4.3%
1.9%
2.2%
6.1%
153
Technology and Play
29. Weekdays look at pictures/photos (n = 1014)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
9.6%
9.5%
9.7%
10.3%
10.6%
10.2%
11.0%
6.9%
Between 9am and 12pm
11.8%
12.6%
11.2%
**20.7%
**16.9%
**15.8%
**9.1%
**5.9%
Between 12pm and 2pm
10.2%
10.1%
10.2%
11.5%
11.9%
13.5%
10.6%
5.9%
Between 2pm and 4pm
18.4%
17.9%
18.9%
19.5%
16.9%
20.5%
21.6%
14.6%
Between 4pm and 6pm
31.8%
30.7%
32.8%
**17.2%
**30.0%
**31.6%
**28.4%
Between 6pm and 8pm
14.7%
15.4%
14.0%
13.8%
10.0%
14.4%
15.5%
2.5%
2.9%
2.1%
1.1%
1.9%
1.9%
3.4%
Before 9am (Breakfast time)
After 8pm
*11.9%
BME
10.1%
6.7%
10.6%
13.7%
12.5%
8.1%
**6.9%
**14.9%
10.4%
8.7%
16.1%
21.8%
19.1%
14.8%
**40.3%
31.2%
32.6%
32.6%
26.8%
17.0%
15.6%
13.4%
14.0%
18.8%
2.8%
2.7%
2.2%
a1.7%
Age
Female
White
a
6.7%
a invalid statistical test due to expected frequencies less than 5
Gender
Male
C2DE
*6.2%
30. Weekends look at pictures/photos (n = 1014)
All
ABC1
Ethnicity
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
11.0%
10.5%
11.6%
10.3%
11.3%
8.4%
12.5%
11.8%
12.4%
9.1%
12.0%
5.4%
Between 9am and 12pm
23.7%
23.7%
23.7%
14.9%
20.6%
22.8%
23.1%
29.2%
25.0%
21.8%
*25.3%
*14.1%
Between 12pm and 2pm
19.0%
17.9%
20.1%
16.1%
15.6%
15.8%
21.2%
22.2%
17.1%
21.8%
18.4%
22.8%
Between 2pm and 4pm
29.2%
30.0%
28.4%
21.8%
23.1%
27.9%
32.6%
32.6%
29.1%
29.3%
30.3%
22.8%
Between 4pm and 6pm
27.5%
27.8%
27.3%
19.5%
22.5%
26.0%
28.0%
33.3%
*31.3%
*22.1%
28.3%
22.8%
Between 6pm and 8pm
12.7%
13.2%
12.3%
11.5%
11.9%
11.2%
14.4%
13.2%
13.7%
11.3%
12.9%
11.4%
1.7%
1.9%
1.5%
0.0%
2.5%
1.4%
3.0%
0.7%
2.0%
1.2%
1.4%
3.4%
After 8pm
154
Technology and Play
31. Weekdays voice/video communication (n = 326)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
8.0%
11.6%
4.3%
0.0%
11.3%
11.1%
7.6%
7.1%
5.4%
12.4%
7.4%
10.3%
Between 9am and 12pm
8.3%
8.5%
8.0%
10.5%
5.7%
11.1%
10.1%
4.8%
10.2%
5.0%
8.5%
7.4%
Between 12pm and 2pm
7.7%
9.8%
5.6%
5.3%
15.1%
4.2%
7.6%
7.1%
5.9%
10.7%
7.4%
8.8%
Between 2pm and 4pm
13.2%
16.5%
9.9%
21.1%
5.7%
15.3%
15.2%
10.7%
13.7%
12.4%
12.4%
16.2%
Between 4pm and 6pm
26.7%
28.0%
25.3%
26.3%
24.5%
26.4%
26.6%
28.6%
30.2%
20.7%
25.6%
30.9%
Between 6pm and 8pm
12.6%
11.6%
13.6%
2.6%
11.3%
13.9%
21.5%
8.3%
10.7%
15.7%
13.2%
10.3%
3.7%
4.9%
2.5%
2.6%
7.5%
2.8%
2.5%
3.6%
3.4%
4.1%
3.5%
4.4%
After 8pm
32. Weekends voice/video communication (n = 326)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
8.0%
8.5%
7.4%
5.3%
7.5%
9.7%
5.1%
10.7%
5.9%
11.6%
8.9%
4.4%
Between 9am and 12pm
21.8%
20.1%
23.5%
28.9%
15.1%
18.1%
21.5%
26.2%
23.9%
18.2%
23.3%
16.2%
Between 12pm and 2pm
14.7%
14.6%
14.8%
10.5%
11.3%
8.3%
20.3%
19.0%
11.7%
19.8%
15.1%
13.2%
Between 2pm and 4pm
19.0%
21.3%
16.7%
13.2%
15.1%
15.3%
26.6%
20.2%
21.0%
15.7%
20.5%
13.2%
Between 4pm and 6pm
23.6%
26.2%
21.0%
10.5%
28.3%
23.6%
25.3%
25.0%
28.3%
15.7%
24.8%
19.1%
Between 6pm and 8pm
13.8%
11.6%
16.0%
10.5%
5.7%
15.3%
19.0%
14.3%
14.1%
13.2%
12.8%
17.6%
4.6%
4.9%
4.3%
2.6%
5.7%
6.9%
5.1%
2.4%
4.4%
5.0%
3.9%
7.4%
Before 9am (Breakfast time)
After 8pm
155
Technology and Play
33. Weekdays browsing the internet (n = 192)
Gender
All
Male
Before 9am (Breakfast time)
14.6%
16.4%
Between 9am and 12pm
10.4%
Between 12pm and 2pm
13.5%
Between 2pm and 4pm
Age
Female
< 1 year
12.2%
4.3%
10.9%
9.8%
11.8%
15.9%
19.3%
20.9%
Between 4pm and 6pm
26.0%
Between 6pm and 8pm
17.2%
8.9%
After 8pm
1 year
2 years
Social Class
3 years
4 to 5 years
13.8%
10.7%
28.6%
11.4%
13.0%
6.9%
10.7%
19.0%
4.3%
24.1%
17.9%
16.7%
17.1%
26.1%
17.2%
10.7%
26.4%
25.6%
13.0%
24.1%
18.2%
15.9%
8.7%
10.3%
7.3%
11.0%
8.7%
3.4%
ABC1
Ethnicity
C2DE
White
BME
16.7%
11.9%
16.3%
7.7%
5.7%
8.3%
13.1%
10.5%
10.3%
8.6%
11.1%
16.7%
13.1%
15.4%
28.6%
15.7%
19.4%
19.0%
17.6%
25.6%
21.4%
23.8%
34.3%
25.0%
27.4%
24.8%
30.8%
14.3%
19.0%
22.9%
23.1%
9.5%
17.0%
17.9%
7.1%
11.9%
10.0%
9.3%
8.3%
8.5%
10.3%
34. Weekends browsing the internet (n = 192)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
12.5%
10.9%
14.6%
*8.7%
*6.9%
*7.1%
*31.0%
*7.1%
13.9%
10.7%
14.4%
5.1%
Between 9am and 12pm
17.7%
16.4%
19.5%
4.3%
10.3%
7.1%
26.2%
24.3%
15.7%
20.2%
19.6%
10.3%
Between 12pm and 2pm
20.8%
20.9%
20.7%
21.7%
13.8%
21.4%
28.6%
18.6%
19.4%
22.6%
20.9%
20.5%
Between 2pm and 4pm
17.7%
17.3%
18.3%
13.0%
6.9%
10.7%
35.7%
15.7%
21.3%
13.1%
17.0%
20.5%
Between 4pm and 6pm
24.0%
26.4%
20.7%
8.7%
13.8%
17.9%
28.6%
32.9%
23.1%
25.0%
23.5%
25.6%
Between 6pm and 8pm
13.5%
16.4%
9.8%
8.7%
3.4%
17.9%
16.7%
15.7%
14.8%
11.9%
14.4%
10.3%
After 8pm
10.4%
10.9%
9.8%
4.3%
6.9%
10.7%
21.4%
7.1%
13.0%
7.1%
9.2%
15.4%
156
Technology and Play
35. Weekdays using a search engine (n = 142)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
20.4%
24.1%
14.5%
14.3%
25.0%
35.0%
29.6%
11.1%
18.6%
22.2%
23.0%
10.3%
Between 9am and 12pm
9.2%
8.0%
10.9%
9.5%
0.0%
15.0%
7.4%
11.1%
7.1%
11.1%
9.7%
6.9%
Between 12pm and 2pm
16.2%
20.7%
9.1%
*9.5%
*35.0%
*15.0%
*29.6%
*5.6%
18.6%
13.9%
15.0%
20.7%
Between 2pm and 4pm
13.4%
9.2%
20.0%
19.0%
5.0%
0.0%
29.6%
11.1%
11.4%
15.3%
13.3%
13.8%
Between 4pm and 6pm
28.9%
27.6%
30.9%
23.8%
15.0%
15.0%
25.9%
42.6%
*40.0%
*18.1%
25.7%
41.4%
Between 6pm and 8pm
21.1%
25.3%
14.5%
4.8%
10.0%
25.0%
37.0%
22.2%
22.9%
19.4%
21.2%
20.7%
4.9%
6.9%
1.8%
4.8%
10.0%
5.0%
7.4%
1.9%
7.1%
2.8%
4.4%
6.9%
Before 9am (Breakfast time)
After 8pm
36. Weekends using a search engine (n = 142)
Gender
All
Male
Age
Female
Before 9am (Breakfast time)
10.6%
12.6%
7.3%
Between 9am and 12pm
19.7%
14.9%
Between 12pm and 2pm
16.9%
16.1%
Between 2pm and 4pm
21.1%
Between 4pm and 6pm
Between 6pm and 8pm
After 8pm
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
0.0%
10.0%
15.0%
11.1%
13.0%
14.3%
6.9%
9.7%
13.8%
27.3%
4.8%
20.0%
20.0%
18.5%
25.9%
22.9%
16.7%
21.2%
13.8%
18.2%
14.3%
20.0%
10.0%
11.1%
22.2%
21.4%
12.5%
15.0%
24.1%
23.0%
18.2%
19.0%
15.0%
5.0%
29.6%
25.9%
28.6%
13.9%
20.4%
24.1%
18.3%
19.5%
16.4%
19.0%
15.0%
15.0%
14.8%
22.2%
22.9%
13.9%
17.7%
20.7%
14.8%
19.5%
7.3%
9.5%
5.0%
25.0%
14.8%
16.7%
18.6%
11.1%
15.0%
13.8%
4.9%
6.9%
1.8%
0.0%
5.0%
10.0%
3.7%
5.6%
7.1%
2.8%
5.3%
3.4%
157
Technology and Play
37. Weekdays watching music videos on YouTube (n = 577)
Gender
All
Before 9am (Breakfast time)
Between 9am and 12pm
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
15.3%
16.3%
14.2%
16.1%
16.7%
17.5%
17.2%
10.8%
17.3%
12.7%
16.6%
8.5%
8.1%
11.0%
5.4%
7.1%
11.9%
11.9%
7.6%
4.2%
8.5%
7.7%
7.5%
11.7%
Between 12pm and 2pm
8.8%
9.9%
7.8%
12.5%
15.5%
7.1%
7.6%
6.6%
*6.0%
*12.4%
7.7%
14.9%
Between 2pm and 4pm
17.9%
17.0%
18.6%
19.6%
14.3%
17.5%
24.8%
13.3%
16.7%
19.3%
18.4%
14.9%
Between 4pm and 6pm
31.4%
27.7%
34.9%
23.2%
25.0%
25.4%
33.8%
39.8%
34.3%
27.8%
31.9%
28.7%
Between 6pm and 8pm
19.8%
19.9%
19.7%
14.3%
15.5%
19.0%
21.4%
22.9%
20.8%
18.5%
19.3%
22.3%
4.7%
6.0%
3.4%
1.8%
9.5%
3.2%
6.2%
3.0%
4.4%
5.0%
4.1%
7.4%
After 8pm
38. Weekends watching music videos on YouTube (n = 577)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
12.3%
14.5%
10.2%
7.1%
16.7%
11.9%
14.5%
10.2%
14.5%
9.7%
13.7%
5.3%
Between 9am and 12pm
22.5%
22.3%
22.7%
12.5%
17.9%
19.8%
24.8%
28.3%
22.3%
22.8%
22.4%
23.4%
Between 12pm and 2pm
17.5%
15.6%
19.3%
12.5%
21.4%
15.9%
17.9%
18.1%
16.0%
19.3%
17.6%
17.0%
Between 2pm and 4pm
23.4%
25.2%
21.7%
12.5%
21.4%
23.0%
29.0%
23.5%
22.6%
24.3%
24.6%
17.0%
Between 4pm and 6pm
25.3%
23.4%
27.1%
14.3%
17.9%
29.4%
25.5%
29.5%
29.2%
20.5%
25.5%
24.5%
Between 6pm and 8pm
16.8%
17.0%
16.6%
14.3%
11.9%
16.7%
17.9%
19.3%
18.9%
14.3%
16.8%
17.0%
4.5%
4.6%
4.4%
1.8%
4.8%
3.2%
9.0%
2.4%
4.1%
5.0%
4.3%
5.3%
After 8pm
158
Technology and Play
39. Weekdays watching videos made by other children (n = 471)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
16.6%
18.0%
15.1%
4.3%
18.2%
20.0%
21.3%
13.4%
20.0%
12.1%
18.0%
9.8%
Between 9am and 12pm
11.3%
10.7%
11.8%
*17.4%
*21.2%
*11.1%
*11.8%
*4.2%
10.2%
12.6%
11.8%
8.5%
Between 12pm and 2pm
10.2%
12.4%
8.0%
6.5%
13.6%
14.4%
9.4%
7.7%
9.1%
11.7%
10.0%
11.0%
Between 2pm and 4pm
18.9%
18.9%
18.9%
13.0%
12.1%
17.8%
29.1%
15.5%
17.0%
21.4%
18.5%
20.7%
Between 4pm and 6pm
35.5%
34.8%
36.1%
*19.6%
*22.7%
*34.4%
*37.8%
*45.1%
34.3%
36.9%
37.5%
25.6%
Between 6pm and 8pm
17.8%
15.9%
19.7%
6.5%
13.6%
21.1%
22.0%
17.6%
21.1%
13.6%
17.7%
18.3%
3.6%
3.9%
3.4%
4.3%
4.5%
3.3%
5.5%
1.4%
3.8%
3.4%
2.8%
7.3%
After 8pm
40. Weekends watching videos made by other children (n = 471)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
17.0%
19.3%
14.7%
10.9%
22.7%
10.0%
18.9%
19.0%
*22.3%
*10.2%
*19.5%
*4.9%
Between 9am and 12pm
28.0%
26.6%
29.4%
23.9%
28.8%
18.9%
26.8%
35.9%
27.9%
28.2%
29.6%
20.7%
Between 12pm and 2pm
22.9%
21.9%
23.9%
23.9%
19.7%
14.4%
25.2%
27.5%
23.8%
21.8%
22.1%
26.8%
Between 2pm and 4pm
31.8%
32.6%
31.1%
13.0%
27.3%
31.1%
37.8%
35.2%
32.8%
30.6%
31.6%
32.9%
Between 4pm and 6pm
27.0%
25.8%
28.2%
15.2%
22.7%
24.4%
27.6%
33.8%
26.8%
27.2%
27.2%
25.6%
Between 6pm and 8pm
17.4%
18.0%
16.8%
15.2%
7.6%
18.9%
19.7%
19.7%
21.1%
12.6%
17.2%
18.3%
3.6%
4.7%
2.5%
0.0%
4.5%
1.1%
6.3%
3.5%
3.4%
3.9%
3.3%
4.9%
After 8pm
159
Technology and Play
41. Weekdays watching catch‐up TV (n = 306)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
15.7%
15.2%
16.2%
13.8%
15.4%
26.4%
20.0%
7.2%
16.6%
14.4%
16.9%
Between 9am and 12pm
6.5%
7.0%
6.1%
13.8%
7.7%
1.9%
5.3%
7.2%
4.4%
9.6%
6.9%
5.2%
Between 12pm and 2pm
10.5%
8.9%
12.2%
*10.3%
*23.1%
*13.2%
*8.0%
*4.1%
8.3%
13.6%
8.5%
19.0%
Between 2pm and 4pm
14.4%
10.8%
18.2%
13.8%
13.5%
13.2%
14.7%
15.5%
15.5%
12.8%
12.9%
20.7%
Between 4pm and 6pm
25.2%
23.4%
27.0%
20.7%
21.2%
24.5%
17.3%
35.1%
27.6%
21.6%
28.2%
12.1%
Between 6pm and 8pm
15.7%
16.5%
14.9%
3.4%
15.4%
11.3%
21.3%
17.5%
17.1%
13.6%
16.1%
13.8%
3.9%
5.1%
2.7%
3.4%
9.6%
1.9%
5.3%
1.0%
4.4%
3.2%
Before 9am (Breakfast time)
After 8pm
a
42. Weekends watching catch‐up TV (n = 306)
Gender
All
Male
< 1 year
1 year
2 years
2.4%
Social Class
3 years
4 to 5 years
a
10.3%
invalid statistical test due to expected frequencies less than 5
Age
Female
a
10.3%
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
15.4%
14.6%
16.2%
10.3%
25.0%
13.2%
14.7%
13.4%
17.7%
12.0%
17.3%
6.9%
Between 9am and 12pm
20.3%
19.0%
21.6%
*6.9%
*9.6%
*20.8%
*17.3%
*32.0%
19.9%
20.8%
22.2%
12.1%
Between 12pm and 2pm
14.1%
12.0%
16.2%
10.3%
11.5%
17.0%
13.3%
15.5%
14.4%
13.6%
14.5%
12.1%
Between 2pm and 4pm
20.3%
17.1%
23.6%
13.8%
11.5%
22.6%
24.0%
22.7%
21.5%
18.4%
18.5%
27.6%
Between 4pm and 6pm
23.9%
24.1%
23.6%
*13.8%
*15.4%
*17.0%
*21.3%
*37.1%
**31.5%
**12.8%
25.8%
15.5%
Between 6pm and 8pm
14.1%
14.6%
13.5%
6.9%
13.5%
13.2%
10.7%
19.6%
16.0%
11.2%
15.3%
8.6%
3.9%
4.4%
3.4%
0.0%
5.8%
3.8%
6.7%
2.1%
5.0%
2.4%
3.6%
5.2%
After 8pm
160
Technology and Play
43. Weekdays other (n = 12, insufficient data to allow for meaningful significance testing)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
25.0%
20.0%
28.6%
50.0%
33.3%
0.0%
0.0%
0.0%
28.6%
20.0%
30.0%
0.0%
Between 9am and 12pm
16.7%
0.0%
28.6%
0.0%
33.3%
0.0%
33.3%
0.0%
14.3%
20.0%
20.0%
0.0%
Between 12pm and 2pm
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
Between 2pm and 4pm
16.7%
0.0%
28.6%
0.0%
33.3%
0.0%
33.3%
0.0%
28.6%
0.0%
20.0%
0.0%
Between 4pm and 6pm
33.3%
20.0%
42.9%
0.0%
0.0%
100.0%
66.7%
0.0%
14.3%
60.0%
30.0%
50.0%
8.3%
20.0%
0.0%
0.0%
33.3%
0.0%
0.0%
0.0%
0.0%
20.0%
0.0%
50.0%
16.7%
20.0%
14.3%
25.0%
0.0%
0.0%
33.3%
0.0%
14.3%
20.0%
10.0%
50.0%
Between 6pm and 8pm
After 8pm
44. Weekdays other (n = 12, insufficient data to allow for meaningful significance testing)
Gender
All
Male
Age
Female
< 1 year
1 year
2 years
Social Class
3 years
4 to 5 years
ABC1
Ethnicity
C2DE
White
BME
Before 9am (Breakfast time)
16.7%
20.0%
14.3%
25.0%
33.3%
0.0%
0.0%
0.0%
28.6%
0.0%
20.0%
0.0%
Between 9am and 12pm
25.0%
0.0%
42.9%
0.0%
33.3%
0.0%
66.7%
0.0%
14.3%
40.0%
20.0%
50.0%
Between 12pm and 2pm
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
Between 2pm and 4pm
25.0%
20.0%
28.6%
0.0%
33.3%
50.0%
33.3%
0.0%
28.6%
20.0%
30.0%
0.0%
Between 4pm and 6pm
33.3%
40.0%
28.6%
0.0%
33.3%
50.0%
66.7%
0.0%
0.0%
80.0%
20.0%
100.0%
Between 6pm and 8pm
8.3%
20.0%
0.0%
25.0%
0.0%
0.0%
0.0%
0.0%
14.3%
0.0%
10.0%
0.0%
16.7%
20.0%
14.3%
25.0%
0.0%
0.0%
33.3%
0.0%
14.3%
20.0%
10.0%
50.0%
After 8pm
161
Technology and Play
B-Q2b: Where in the house are they most likely to use the device at this time?
Notes:
Percentages
out
of of
those
children
who
are
children
before
9am
Notes:
Percentages
out
those
children
who
areusing
usingdevices
devicesatatthe
thetime,
time,e.g.
e.g.15.5%
15.5%ofof
childrenwho
whouse
usetheir
theirtablet
tablet
before
9amdodososoininthe
thelounge/sitting
lounge/sittingroom.
room.Statistical
significance
tests
not
computed
due
to
the
large
number
of
cells
with
expected
frequencies
below
5
Statistical significance tests not computed due to the large number of cells with expected frequencies below 5
Gender
Weekdays
Before 9am
(Breakfast
time)
Between 9am
and 12pm
Between 12pm
and 2pm
All
Between 4pm
and 6pm
Between 6pm
and 8pm
Under 1
Social Class
1 year
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
15.5%
15.9%
14.9%
12.0%
24.3%
12.1%
15.5%
12.2%
14.3%
17.4%
13.9%
24.0%
Lounge/Sitting Room
55.8%
56.7%
54.8%
58.0%
37.4%
55.6%
66.0%
61.9%
56.1%
55.4%
58.9%
38.7%
Their bedroom/nursery
28.0%
17.9%
19.9%
15.4%
24.0%
25.2%
16.2%
10.7%
16.5%
17.5%
18.5%
16.1%
Their brother’s or sister’s bedroom
2.2%
1.4%
3.2%
0.0%
5.6%
1.0%
1.9%
1.4%
2.5%
1.6%
1.9%
4.0%
Playroom
2.0%
2.2%
1.8%
2.0%
0.9%
3.0%
1.9%
2.2%
1.0%
3.8%
1.7%
4.0%
Somewhere else
6.6%
4.0%
10.0%
4.0%
6.5%
12.1%
3.9%
5.8%
8.6%
3.3%
7.6%
1.3%
Kitchen
5.6%
7.8%
3.3%
6.9%
4.8%
4.4%
5.2%
8.2%
4.7%
6.6%
5.8%
4.9%
Lounge/Sitting Room
73.0%
74.0%
72.0%
67.2%
71.4%
79.6%
71.9%
71.2%
70.4%
75.9%
73.6%
70.4%
Their bedroom/nursery
Their brother’s or sister’s bedroom
16.4%
14.7%
18.2%
22.4%
18.1%
9.7%
19.8%
15.1%
19.7%
12.7%
15.4%
21.0%
1.8%
0.9%
2.8%
0.0%
2.9%
0.0%
3.1%
2.7%
1.3%
2.4%
2.2%
0.0%
Playroom
2.5%
2.2%
2.8%
3.4%
2.9%
3.5%
0.0%
2.7%
3.0%
1.9%
2.2%
3.7%
Somewhere else
0.7%
0.4%
0.9%
0.0%
0.0%
2.7%
0.0%
0.0%
0.9%
0.5%
0.8%
0.0%
Kitchen
4.0%
4.7%
3.2%
6.5%
1.0%
2.3%
8.0%
4.2%
4.2%
3.9%
3.5%
5.9%
74.0%
13.6%
71.1%
15.6%
77.3%
11.4%
73.9%
13.0%
68.0%
19.4%
80.7%
9.1%
69.0%
16.1%
80.6%
8.3%
69.1%
16.8%
78.5%
10.7%
75.2%
12.9%
69.4%
16.5%
Lounge/Sitting Room
Their brother’s or sister’s bedroom
3.3%
3.8%
2.7%
4.3%
5.8%
2.3%
1.1%
2.8%
3.7%
2.9%
3.5%
2.4%
Playroom
3.5%
3.3%
3.8%
0.0%
4.9%
4.5%
4.6%
1.4%
4.7%
2.4%
3.2%
4.7%
Somewhere else
1.5%
1.4%
1.6%
2.2%
1.0%
1.1%
1.1%
2.8%
1.6%
1.5%
1.6%
1.2%
Kitchen
4.2%
4.4%
4.1%
3.8%
1.7%
6.7%
6.0%
2.1%
4.6%
3.8%
4.4%
3.1%
79.8%
79.3%
80.4%
79.2%
75.0%
79.9%
79.2%
85.0%
78.3%
81.5%
83.0%
63.3%
Their bedroom/nursery
9.9%
10.3%
9.5%
11.3%
15.8%
11.2%
6.0%
7.9%
11.1%
8.6%
7.0%
25.5%
Their brother’s or sister’s bedroom
2.1%
2.5%
1.7%
0.0%
3.3%
0.0%
3.0%
2.9%
1.5%
2.7%
1.5%
5.1%
Playroom
3.4%
3.4%
3.4%
5.7%
4.2%
1.5%
5.4%
1.4%
4.0%
2.7%
3.7%
2.0%
Somewhere else
0.5%
0.0%
1.0%
0.0%
0.0%
0.7%
0.6%
0.7%
0.3%
0.7%
0.4%
1.0%
Kitchen
5.7%
6.3%
5.1%
7.4%
5.2%
6.6%
6.6%
4.5%
6.7%
4.4%
6.2%
3.3%
Lounge/Sitting Room
77.8%
76.3%
79.4%
69.1%
68.0%
75.1%
82.2%
82.4%
77.9%
77.7%
79.9%
65.8%
Their bedroom/nursery
19.7%
Lounge/Sitting Room
11.0%
11.6%
10.3%
19.8%
18.3%
10.2%
7.5%
8.8%
10.2%
12.1%
9.5%
Their brother’s or sister’s bedroom
2.5%
2.4%
2.6%
1.2%
5.2%
3.6%
2.1%
1.3%
2.6%
2.3%
2.0%
5.3%
Playroom
2.1%
2.6%
1.6%
2.5%
2.6%
3.6%
1.2%
1.6%
2.0%
2.3%
1.6%
5.3%
Somewhere else
0.9%
0.7%
1.0%
0.0%
0.7%
1.0%
0.4%
1.3%
0.7%
1.2%
0.9%
0.7%
Kitchen
3.2%
4.1%
2.2%
4.1%
1.1%
6.6%
4.3%
1.1%
2.4%
4.2%
2.8%
5.1%
Lounge/Sitting Room
60.5%
62.2%
58.5%
61.2%
46.7%
65.1%
62.1%
63.2%
61.8%
58.6%
61.9%
53.5%
Their bedroom/nursery
Their brother’s or sister’s bedroom
28.6%
26.2%
31.3%
34.7%
34.8%
24.5%
25.0%
29.1%
26.4%
31.8%
28.7%
28.3%
3.0%
3.1%
2.9%
0.0%
8.7%
0.9%
3.6%
1.6%
3.0%
2.9%
1.7%
9.1%
2.8%
1.9%
3.1%
1.4%
2.5%
2.5%
0.0%
0.0%
3.3%
5.4%
1.9%
0.9%
2.9%
2.1%
3.8%
1.1%
3.3%
3.0%
2.1%
0.4%
2.6%
2.3%
4.0%
0.0%
Lounge/Sitting Room
8.3%
40.2%
12.9%
40.0%
3.2%
40.3%
0.0%
52.4%
16.7%
33.3%
0.0%
55.0%
15.2%
30.3%
3.6%
39.3%
9.5%
39.7%
7.2%
40.6%
7.9%
37.1%
9.3%
46.5%
Their bedroom/nursery
38.6%
31.4%
46.8%
33.3%
23.3%
35.0%
48.5%
50.0%
36.5%
40.6%
39.3%
37.2%
Playroom
Somewhere else
After 8pm
Age (in years)
Female
Kitchen
Their bedroom/nursery
Between 2pm
and 4pm
Male
Kitchen
162
Technology and Play
Their brother’s or sister’s bedroom
6.1%
5.7%
6.5%
4.8%
16.7%
5.0%
3.0%
0.0%
4.8%
7.2%
6.7%
Playroom
4.5%
7.1%
1.6%
4.8%
6.7%
5.0%
0.0%
7.1%
4.8%
4.3%
6.7%
4.7%
0.0%
Somewhere else
2.3%
2.9%
1.6%
4.8%
3.3%
0.0%
3.0%
0.0%
4.8%
0.0%
2.2%
2.3%
163
Technology and Play
Weekends
Gender
All
Before 9am
(Breakfast
time)
Between 9am
and 12pm
Between 12pm
and 2pm
Kitchen
Between 4pm
and 6pm
Between 6pm
and 8pm
After 8pm
Female
Under 1
Social Class
1 year
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
8.3%
7.7%
8.9%
7.1%
10.6%
9.4%
5.8%
8.6%
9.4%
6.5%
7.5%
13.8%
Lounge/Sitting Room
58.2%
59.1%
57.1%
59.5%
52.9%
48.2%
65.8%
60.3%
57.9%
58.6%
59.5%
48.3%
Their bedroom/nursery
19.0%
22.0%
15.6%
26.2%
20.0%
18.8%
18.3%
17.2%
16.5%
23.1%
18.8%
20.7%
Their brother’s or sister’s bedroom
3.1%
2.3%
4.0%
0.0%
3.5%
4.7%
2.5%
3.3%
2.7%
3.8%
2.1%
10.3%
Playroom
2.9%
3.9%
1.8%
2.4%
3.5%
3.5%
0.8%
4.0%
2.7%
3.2%
2.6%
5.2%
Somewhere else
8.5%
5.0%
12.5%
4.8%
9.4%
15.3%
6.7%
6.6%
10.8%
4.8%
9.4%
1.7%
Kitchen
5.9%
5.7%
6.1%
3.8%
7.5%
6.2%
7.9%
4.1%
5.7%
6.1%
6.2%
4.5%
Lounge/Sitting Room
72.3%
73.1%
71.5%
66.7%
65.4%
70.4%
74.6%
77.0%
72.0%
72.7%
74.6%
60.2%
Their bedroom/nursery
12.0%
11.3%
12.8%
19.2%
12.8%
13.6%
10.6%
9.7%
12.1%
12.0%
10.6%
19.5%
Their brother’s or sister’s bedroom
Playroom
4.1%
4.5%
3.7%
5.1%
7.5%
1.2%
4.8%
3.3%
4.4%
3.6%
3.0%
9.8%
3.6%
4.0%
3.2%
5.1%
5.3%
4.3%
1.1%
3.7%
3.6%
3.6%
3.2%
6.0%
Somewhere else
2.0%
1.4%
2.7%
0.0%
1.5%
4.3%
1.1%
2.2%
2.1%
1.9%
2.4%
0.0%
Kitchen
3.5%
5.1%
1.8%
4.7%
3.5%
3.3%
2.3%
4.2%
4.1%
2.8%
3.4%
3.9%
Lounge/Sitting Room
72.7%
72.9%
72.6%
70.3%
67.3%
77.2%
72.4%
74.1%
69.4%
76.7%
75.4%
61.2%
Their bedroom/nursery
13.8%
4.1%
14.1%
3.4%
13.6%
4.8%
17.2%
4.7%
11.5%
8.8%
9.8%
3.3%
17.2%
4.0%
13.7%
1.9%
14.1%
5.1%
13.6%
2.8%
13.1%
2.7%
17.1%
10.1%
Playroom
4.8%
4.0%
5.7%
1.6%
7.1%
4.9%
4.0%
5.2%
6.0%
3.5%
4.3%
7.0%
Somewhere else
1.0%
0.6%
1.5%
1.6%
1.8%
1.6%
0.0%
0.9%
1.4%
0.6%
1.1%
0.8%
Kitchen
2.9%
2.8%
3.0%
0.0%
2.6%
4.0%
5.2%
1.1%
3.0%
2.8%
2.5%
5.0%
Lounge/Sitting Room
77.8%
76.3%
79.5%
78.4%
70.9%
80.0%
77.1%
80.8%
78.0%
77.6%
80.9%
61.2%
Their bedroom/nursery
10.5%
13.0%
7.7%
12.2%
12.6%
8.6%
9.1%
11.3%
10.0%
11.1%
8.7%
20.1%
Their brother’s or sister’s bedroom
Between 2pm
and 4pm
Male
Age (in years)
Their brother’s or sister’s bedroom
3.2%
2.8%
3.7%
5.4%
4.0%
1.7%
3.5%
3.0%
3.6%
2.8%
2.6%
6.5%
Playroom
3.9%
3.6%
4.2%
4.1%
7.9%
2.9%
3.0%
3.0%
3.8%
4.0%
4.2%
2.2%
Somewhere else
1.7%
1.5%
1.9%
0.0%
2.0%
2.9%
2.2%
0.8%
1.6%
1.8%
1.1%
5.0%
Kitchen
5.2%
4.1%
6.3%
8.2%
6.1%
5.6%
4.8%
4.1%
6.1%
3.7%
5.6%
2.7%
Lounge/Sitting Room
76.2%
77.1%
75.4%
64.4%
64.4%
77.8%
77.9%
82.0%
75.4%
77.5%
78.5%
64.4%
Their bedroom/nursery
10.6%
10.2%
11.0%
17.8%
16.7%
9.4%
9.1%
7.9%
10.2%
11.1%
9.0%
18.5%
Their brother’s or sister’s bedroom
3.4%
3.7%
3.1%
5.5%
6.1%
2.2%
3.8%
2.2%
3.4%
3.4%
3.0%
5.5%
Playroom
3.5%
4.1%
2.9%
4.1%
6.1%
3.3%
3.4%
2.5%
3.8%
3.1%
2.6%
8.2%
Somewhere else
1.1%
0.9%
1.3%
0.0%
0.8%
1.7%
1.0%
1.3%
1.1%
1.1%
1.2%
0.7%
Kitchen
2.4%
2.0%
2.7%
3.4%
1.1%
3.5%
3.6%
1.0%
1.8%
3.2%
2.0%
4.0%
Lounge/Sitting Room
59.3%
62.4%
56.0%
50.0%
48.3%
63.7%
60.7%
63.4%
61.4%
56.3%
61.7%
47.5%
Their bedroom/nursery
28.4%
26.8%
29.9%
32.8%
36.8%
24.8%
26.4%
26.7%
26.3%
31.2%
26.8%
35.6%
Their brother’s or sister’s bedroom
Playroom
3.4%
2.7%
4.1%
3.4%
3.4%
3.5%
4.3%
2.6%
2.6%
4.5%
2.7%
6.9%
4.2%
3.7%
4.8%
8.6%
2.3%
3.5%
3.6%
4.7%
4.7%
3.6%
4.3%
4.0%
Somewhere else
2.4%
2.3%
2.4%
1.7%
8.0%
0.9%
1.4%
1.6%
3.2%
1.2%
2.5%
2.0%
Kitchen
3.3%
1.9%
5.4%
0.0%
5.1%
10.3%
2.0%
0.0%
5.1%
1.2%
3.1%
3.9%
39.0%
42.3%
42.6%
37.0%
33.8%
50.0%
42.9%
28.6%
30.8%
43.6%
31.0%
51.7%
45.1%
39.2%
42.9%
42.9%
34.7%
42.9%
44.0%
41.7%
41.2%
42.0%
33.3%
43.1%
Lounge/Sitting Room
Their bedroom/nursery
Their brother’s or sister’s bedroom
6.6%
8.3%
4.1%
0.0%
10.3%
3.4%
5.9%
8.2%
10.2%
2.4%
5.3%
9.8%
Playroom
4.9%
5.6%
4.1%
7.1%
7.7%
3.4%
3.9%
4.1%
3.1%
7.1%
4.6%
5.9%
164
Technology and Play
Somewhere else
3.8%
4.6%
2.7%
21.4%
2.6%
0.0%
3.9%
2.0%
4.1%
3.6%
3.8%
3.9%
165
Technology and Play
B-Q2c: Who are they typically using the device with?
B-Q2c: Who are they typically using the device with?
Gender
Weekdays
Before 9am
(Breakfast
time)
All
On their own
With me or another
parent/guardian
With brother(s)/ sister(s)
With another family member
With a friend
Other adult, e.g. Childminder
Between 9am
and 12pm
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
39.0%
32.6%
28.0%
28.0%
31.3%
48.5%
39.6%
34.4%
39.1%
33.6%
50.7%
45.0%
43.7%
46.6%
50.0%
48.6%
49.5%
38.8%
41.7%
47.1%
41.3%
47.3%
32.0%
15.3%
13.4%
17.6%
16.0%
19.6%
16.2%
7.8%
16.5%
15.3%
15.2%
15.4%
14.7%
2.6%
0.6%
3.2%
0.7%
1.8%
0.5%
4.0%
2.0%
2.8%
0.9%
3.0%
0.0%
2.9%
0.0%
1.4%
0.7%
2.2%
0.6%
3.3%
0.5%
2.6%
0.7%
2.7%
0.0%
0.0%
0.9%
0.0%
0.0%
0.0%
1.9%
0.0%
0.3%
0.5%
0.5%
0.0%
17.3%
19.2%
8.6%
12.4%
20.4%
29.2%
16.4%
15.0%
21.7%
19.0%
14.8%
With me or another
parent/guardian
63.4%
66.7%
59.8%
69.0%
66.7%
64.6%
56.3%
61.6%
66.5%
59.9%
65.1%
55.6%
With brother(s)/ sister(s)
11.9%
10.4%
13.6%
19.0%
12.4%
8.8%
8.3%
15.1%
12.9%
10.8%
9.9%
21.0%
With another family member
4.3%
4.8%
3.7%
3.4%
4.8%
5.3%
2.1%
5.5%
3.9%
4.7%
3.3%
8.6%
With a friend
0.4%
0.0%
0.9%
0.0%
1.0%
0.0%
1.0%
0.0%
0.0%
0.9%
0.5%
0.0%
1.8%
0.9%
2.8%
0.0%
2.9%
0.9%
3.1%
1.4%
1.7%
1.9%
2.2%
0.0%
On their own
18.9%
20.4%
17.3%
6.5%
13.6%
15.9%
27.6%
27.8%
13.1%
24.4%
19.6%
16.5%
With me or another
parent/guardian
59.6%
55.5%
64.3%
67.4%
55.3%
68.2%
56.3%
54.2%
61.3%
58.0%
63.7%
44.7%
With brother(s)/ sister(s)
13.6%
15.2%
11.9%
13.0%
21.4%
9.1%
10.3%
12.5%
14.1%
13.2%
9.6%
28.2%
With another family member
5.8%
6.6%
4.9%
10.9%
7.8%
6.8%
2.3%
2.8%
9.4%
2.4%
4.8%
9.4%
With a friend
0.8%
1.4%
0.0%
2.2%
0.0%
0.0%
0.0%
2.8%
0.5%
1.0%
1.0%
0.0%
1.3%
0.9%
1.6%
0.0%
1.9%
0.0%
3.4%
0.0%
1.6%
1.0%
1.3%
1.2%
On their own
18.2%
18.2%
18.2%
7.5%
10.0%
17.2%
26.2%
20.7%
13.3%
23.6%
19.5%
11.2%
With me or another
parent/guardian
64.6%
64.3%
64.9%
69.8%
66.7%
71.6%
61.3%
57.9%
65.6%
63.4%
65.2%
61.2%
12.0%
11.9%
12.2%
20.8%
15.0%
8.2%
7.7%
15.0%
13.3%
10.6%
11.0%
17.3%
3.7%
4.4%
3.0%
1.9%
6.7%
1.5%
3.6%
4.3%
5.6%
1.7%
2.7%
9.2%
0.7%
0.8%
0.6%
0.6%
0.7%
1.0%
0.0%
0.0%
0.0%
1.7%
0.7%
0.7%
0.6%
0.6%
1.4%
0.7%
1.2%
0.9%
0.0%
0.7%
0.8%
0.8%
0.0%
1.0%
On their own
18.8%
19.4%
18.2%
14.8%
12.4%
11.2%
24.9%
22.5%
16.6%
22.0%
18.9%
18.4%
With me or another
parent/guardian
60.1%
59.7%
60.6%
65.4%
60.8%
66.5%
56.4%
57.8%
63.9%
54.8%
62.2%
48.0%
With brother(s)/ sister(s)
23.7%
With a friend
Other adult, e.g. Childminder
16.2%
16.1%
16.2%
13.6%
20.3%
15.7%
13.7%
16.8%
15.3%
17.4%
14.9%
With another family member
3.3%
2.8%
4.0%
3.7%
5.2%
5.6%
2.5%
1.9%
3.1%
3.7%
2.9%
5.9%
With a friend
1.1%
1.7%
0.6%
1.2%
1.3%
0.5%
1.7%
1.1%
0.8%
1.6%
0.8%
3.3%
Other adult, e.g. Childminder
Between 6pm
and 8pm
1 year
36.1%
0.4%
With brother(s)/ sister(s)
With another family member
Between 4pm
and 6pm
Under 1
Ethnicity
18.2%
Other adult, e.g. Childminder
Between 2pm
and 4pm
Female
Social Class
On their own
Other adult, e.g. Childminder
Between 12pm
and 2pm
Male
Age (in years)
0.4%
0.4%
0.4%
1.2%
0.0%
0.5%
0.8%
0.0%
0.3%
0.5%
0.3%
0.7%
On their own
17.4%
15.6%
19.3%
8.2%
9.8%
15.1%
24.3%
19.8%
16.1%
19.2%
18.3%
13.1%
With me or another
parent/guardian
61.9%
65.3%
58.2%
73.5%
63.0%
64.2%
53.6%
63.2%
63.3%
59.8%
64.0%
51.5%
With brother(s)/ sister(s)
22.2%
14.2%
13.3%
15.3%
12.2%
18.5%
14.2%
14.3%
12.6%
14.2%
14.2%
12.6%
With another family member
4.9%
4.4%
5.5%
6.1%
6.5%
4.7%
5.0%
3.8%
5.2%
4.6%
4.0%
9.1%
With a friend
1.1%
0.7%
1.5%
0.0%
2.2%
0.0%
2.1%
0.5%
0.9%
1.3%
0.6%
3.0%
Other adult, e.g. Childminder
0.5%
0.7%
0.4%
0.0%
0.0%
1.9%
0.7%
0.0%
0.3%
0.8%
0.4%
1.0%
166
Technology and Play
After 8pm
On their own
With me or another
parent/guardian
With brother(s)/ sister(s)
24.2%
30.0%
17.7%
4.8%
20.0%
20.0%
33.3%
35.7%
23.8%
24.6%
27.0%
18.6%
43.2%
40.0%
46.8%
52.4%
36.7%
70.0%
42.4%
25.0%
38.1%
47.8%
46.1%
37.2%
27.9%
17.4%
12.9%
22.6%
14.3%
20.0%
0.0%
18.2%
28.6%
19.0%
15.9%
12.4%
With another family member
9.8%
11.4%
8.1%
19.0%
13.3%
5.0%
3.0%
10.7%
11.1%
8.7%
11.2%
7.0%
With a friend
4.5%
0.8%
5.7%
0.0%
3.2%
1.6%
9.5%
0.0%
6.7%
3.3%
5.0%
0.0%
3.0%
0.0%
0.0%
0.0%
7.9%
0.0%
1.4%
1.4%
2.2%
1.1%
9.3%
0.0%
Other adult, e.g. Childminder
167
Technology and Play
Weekends
Gender
All
Before 9am
(Breakfast
time)
Between 9am
and 12pm
Between 12pm
and 2pm
On their own
Between 4pm
and 6pm
Between 6pm
and 8pm
Female
Under 1
Social Class
1 year
25.9%
28.1%
9.5%
54.0%
53.7%
54.5%
76.2%
14.5%
15.8%
12.9%
7.1%
With another family member
2.9%
3.5%
2.2%
7.1%
5.9%
2.4%
With a friend
1.2%
0.8%
1.8%
0.0%
1.2%
1.2%
Other adult, e.g. Childminder
0.4%
0.4%
0.4%
0.0%
1.2%
0.0%
On their own
20.6%
22.9%
18.2%
16.7%
12.0%
With me or another
parent/guardian
56.9%
58.0%
55.8%
57.7%
With brother(s)/ sister(s)
16.2%
13.7%
18.9%
15.4%
With another family member
4.7%
4.0%
5.4%
With a friend
Other adult, e.g. Childminder
1.1%
0.9%
0.5%
0.5%
20.6%
23.2%
53.6%
With me or another
parent/guardian
With brother(s)/ sister(s)
On their own
With me or another
parent/guardian
17.6%
2 years
26.9%
With brother(s)/ sister(s)
Between 2pm
and 4pm
Male
Age (in years)
3 years
4 to 5
18.8%
38.3%
32.5%
63.5%
62.4%
48.3%
42.4%
10.6%
15.3%
10.8%
21.2%
0.0%
2.6%
1.7%
1.3%
0.8%
17.3%
59.4%
17.3%
6.4%
1.2%
0.5%
ABC1
Ethnicity
C2DE
25.3%
White
BME
29.6%
27.1%
25.9%
55.9%
51.1%
55.3%
44.8%
14.1%
15.1%
14.4%
15.5%
3.0%
2.7%
2.4%
6.9%
1.3%
1.1%
0.7%
5.2%
0.0%
0.3%
0.5%
0.2%
1.7%
22.8%
26.4%
18.9%
22.8%
20.2%
22.6%
64.2%
56.1%
51.7%
60.0%
52.9%
59.9%
41.4%
13.6%
16.9%
17.1%
14.8%
18.1%
15.3%
21.1%
7.5%
4.3%
3.2%
4.1%
4.9%
4.5%
3.4%
11.3%
2.6%
3.0%
0.0%
0.5%
0.7%
0.8%
1.4%
0.9%
2.3%
1.3%
0.8%
0.6%
0.5%
0.0%
0.6%
0.3%
0.3%
1.5%
17.8%
6.3%
19.5%
12.2%
27.0%
25.0%
18.4%
23.0%
19.7%
24.0%
52.0%
55.4%
67.2%
42.5%
61.0%
51.1%
53.3%
55.8%
51.1%
56.4%
41.9%
16.9%
15.5%
18.4%
15.6%
30.1%
16.3%
13.8%
13.2%
16.5%
17.4%
16.0%
20.9%
With another family member
6.0%
5.6%
6.3%
7.8%
4.4%
9.8%
5.7%
4.2%
6.2%
5.7%
5.2%
9.3%
With a friend
2.5%
2.8%
2.1%
3.1%
3.5%
0.8%
1.7%
3.3%
2.4%
2.5%
2.3%
3.1%
Other adult, e.g. Childminder
0.4%
0.8%
0.0%
0.0%
0.0%
0.0%
0.6%
0.9%
0.5%
0.3%
0.4%
0.8%
18.5%
19.0%
17.9%
9.5%
13.9%
12.6%
22.9%
23.7%
16.6%
20.9%
18.5%
18.7%
60.0%
60.3%
59.7%
73.0%
61.6%
66.3%
56.7%
54.1%
61.6%
57.9%
62.8%
44.6%
On their own
With me or another
parent/guardian
With brother(s)/ sister(s)
14.9%
13.5%
16.6%
8.1%
15.9%
16.6%
13.4%
16.5%
14.2%
15.9%
13.6%
22.3%
With another family member
4.1%
4.9%
3.3%
5.4%
5.3%
2.9%
4.8%
3.4%
5.4%
2.5%
3.6%
7.2%
With a friend
1.9%
2.1%
1.6%
4.1%
2.0%
1.7%
1.3%
1.9%
1.6%
2.3%
1.2%
5.8%
Other adult, e.g. Childminder
0.6%
0.2%
0.9%
0.0%
1.3%
0.0%
0.9%
0.4%
0.6%
0.5%
0.4%
1.4%
On their own
16.5%
15.2%
17.9%
6.8%
10.6%
10.0%
22.1%
21.2%
13.8%
20.8%
16.8%
15.1%
With me or another
parent/guardian
61.8%
64.1%
59.5%
74.0%
63.6%
67.2%
55.3%
59.5%
66.3%
54.7%
64.2%
49.3%
With brother(s)/ sister(s)
16.5%
14.9%
18.1%
12.3%
13.6%
20.0%
16.8%
16.5%
15.4%
18.2%
14.9%
24.7%
With another family member
4.0%
4.3%
3.6%
5.5%
8.3%
2.8%
4.3%
2.2%
3.2%
5.1%
3.1%
8.2%
With a friend
Other adult, e.g. Childminder
0.8%
1.3%
0.2%
0.0%
2.3%
0.0%
1.0%
0.6%
0.7%
0.9%
0.5%
2.1%
0.4%
0.2%
0.7%
1.4%
1.5%
0.0%
0.5%
0.0%
0.5%
0.3%
0.4%
0.7%
18.0%
16.4%
19.6%
8.6%
13.8%
14.2%
22.1%
22.0%
16.4%
20.2%
18.0%
17.8%
60.3%
63.8%
56.7%
72.4%
64.4%
61.1%
52.9%
59.7%
63.2%
56.3%
62.7%
48.5%
On their own
With me or another
parent/guardian
With brother(s)/ sister(s)
14.3%
12.8%
15.8%
12.1%
14.9%
18.6%
16.4%
10.5%
13.5%
15.4%
13.1%
19.8%
With another family member
4.6%
4.0%
5.2%
6.9%
3.4%
3.5%
3.6%
5.8%
3.5%
6.1%
4.5%
5.0%
With a friend
1.7%
1.0%
2.4%
0.0%
0.0%
1.8%
4.3%
1.0%
2.0%
1.2%
1.0%
5.0%
Other adult, e.g. Childminder
1.2%
2.0%
0.3%
0.0%
3.4%
0.9%
0.7%
1.0%
1.5%
0.8%
0.6%
4.0%
168
Technology and Play
After 8pm
On their own
With me or another
parent/guardian
With brother(s)/ sister(s)
With another family member
With a friend
Other adult, e.g. Childminder
28.0%
29.6%
25.7%
21.4%
17.9%
31.0%
29.4%
34.7%
25.5%
31.0%
31.3%
19.6%
42.9%
43.5%
41.9%
50.0%
46.2%
51.7%
45.1%
30.6%
38.8%
47.6%
45.8%
35.3%
10.4%
10.2%
10.8%
14.3%
7.7%
3.4%
9.8%
16.3%
12.2%
8.3%
9.2%
13.7%
13.2%
11.1%
16.2%
14.3%
17.9%
10.3%
13.7%
10.2%
16.3%
9.5%
9.9%
21.6%
3.8%
1.6%
3.7%
1.9%
4.1%
1.4%
0.0%
0.0%
10.3%
0.0%
0.0%
3.4%
2.0%
0.0%
4.1%
4.1%
4.1%
3.1%
3.6%
0.0%
3.1%
0.8%
5.9%
3.9%
169
Technology and Play
B-Q2d: Who makes the decision to use the tablet each time?
Notes: Percentages out of those children who are using devices at the time, e.g. 37.1% of children who use their tablet before 9am do so entirely at the parents’ discretion.
Notes: Percentages out of those children who are using devices at the time, e.g. 37.1% of children who use their tablet before 9am do so
entirely at the parents’ discretion.
Weekdays
Gender
All
Before 9am
(Breakfast
time)
Between 9am
and 12pm
Between 12pm
and 2pm
Between 2pm
and 4pm
Between 4pm
and 6pm
Between 6pm
and 8pm
After 8pm
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
37.1%
21.5%
24.1%
13.1%
4.2%
33.7%
28.5%
23.4%
9.9%
4.5%
33.3%
29.0%
26.8%
7.8%
3.0%
35.3%
20.0%
29.1%
11.1%
4.6%
30.1%
23.4%
30.2%
13.1%
3.2%
28.8%
23.9%
29.5%
15.1%
2.6%
30.3%
25.0%
25.8%
13.6%
5.3%
Male
40.4%
22.7%
19.9%
13.7%
3.2%
38.1%
26.0%
21.6%
11.3%
3.0%
36.0%
29.4%
25.1%
7.6%
1.9%
38.9%
20.7%
24.5%
12.2%
3.8%
31.2%
23.8%
27.5%
14.0%
3.3%
29.3%
26.9%
29.6%
13.3%
1.0%
37.1%
22.9%
22.9%
10.0%
7.1%
Age (in years)
Female
33.0%
19.9%
29.4%
12.2%
5.4%
29.0%
31.3%
25.2%
8.4%
6.1%
30.3%
28.6%
28.6%
8.1%
4.3%
31.4%
19.3%
34.1%
9.8%
5.4%
28.9%
23.0%
33.1%
12.1%
3.0%
28.4%
20.7%
29.5%
17.1%
4.4%
22.6%
27.4%
29.0%
17.7%
3.2%
Under 1
44.0%
44.0%
8.0%
4.0%
0.0%
55.2%
25.9%
15.5%
1.7%
1.7%
43.5%
41.3%
15.2%
0.0%
0.0%
62.3%
17.0%
15.1%
5.7%
0.0%
39.5%
24.7%
29.6%
3.7%
2.5%
59.2%
20.4%
16.3%
4.1%
0.0%
28.6%
33.3%
19.0%
9.5%
9.5%
Social Class
1 year
43.0%
23.4%
22.4%
8.4%
2.8%
29.5%
32.4%
29.5%
5.7%
2.9%
35.0%
30.1%
26.2%
6.8%
1.9%
36.7%
21.7%
26.7%
12.5%
2.5%
34.6%
26.8%
28.1%
8.5%
2.0%
33.7%
29.3%
18.5%
16.3%
2.2%
26.7%
30.0%
33.3%
10.0%
0.0%
2 years
31.3%
24.2%
29.3%
13.1%
2.0%
36.3%
24.8%
17.7%
13.3%
8.0%
38.6%
25.0%
25.0%
8.0%
3.4%
38.1%
16.4%
29.9%
11.2%
4.5%
31.5%
24.4%
26.9%
13.7%
3.6%
23.6%
25.5%
34.0%
14.2%
2.8%
30.0%
35.0%
10.0%
20.0%
5.0%
3 years
34.0%
18.4%
27.2%
13.6%
6.8%
28.1%
27.1%
28.1%
13.5%
3.1%
29.9%
23.0%
29.9%
11.5%
5.7%
31.5%
18.5%
33.3%
11.9%
4.8%
32.0%
22.0%
29.5%
13.3%
3.3%
25.0%
21.4%
33.6%
16.4%
3.6%
30.3%
12.1%
39.4%
15.2%
3.0%
4 to 5
36.7%
12.2%
25.2%
19.4%
6.5%
26.0%
32.9%
23.3%
12.3%
5.5%
22.2%
31.9%
33.3%
9.7%
2.8%
25.7%
25.0%
30.7%
10.7%
7.9%
24.3%
22.2%
33.4%
16.6%
3.5%
24.2%
23.1%
33.0%
17.0%
2.7%
35.7%
21.4%
17.9%
14.3%
10.7%
ABC1
32.8%
20.4%
26.8%
15.9%
4.1%
34.8%
29.2%
22.7%
9.9%
3.4%
30.4%
31.4%
27.7%
8.9%
1.6%
32.5%
20.4%
32.8%
11.8%
2.5%
30.9%
21.6%
32.2%
13.2%
2.1%
26.7%
23.9%
31.5%
16.1%
1.8%
27.0%
25.4%
28.6%
14.3%
4.8%
Ethnicity
C2DE
44.6%
23.4%
19.6%
8.2%
4.3%
32.5%
27.8%
24.1%
9.9%
5.7%
36.1%
26.8%
25.9%
6.8%
4.4%
38.4%
19.5%
25.0%
10.3%
6.8%
29.0%
26.0%
27.4%
13.0%
4.6%
31.8%
23.8%
26.8%
13.8%
3.8%
33.3%
24.6%
23.2%
13.0%
5.8%
White
36.4%
20.8%
23.6%
14.4%
4.7%
33.5%
27.5%
24.5%
9.6%
4.9%
34.7%
28.3%
26.4%
7.1%
3.5%
34.8%
20.3%
28.8%
11.2%
4.8%
30.3%
22.8%
29.8%
13.8%
3.4%
29.8%
24.0%
27.7%
15.7%
2.8%
36.0%
20.2%
24.7%
14.6%
4.5%
BME
41.3%
25.3%
26.7%
5.3%
1.3%
34.6%
33.3%
18.5%
11.1%
2.5%
28.2%
31.8%
28.2%
10.6%
1.2%
37.8%
18.4%
30.6%
10.2%
3.1%
28.9%
27.0%
32.9%
9.2%
2.0%
24.2%
23.2%
38.4%
12.1%
2.0%
18.6%
34.9%
27.9%
11.6%
7.0%
170
Technology and Play
Weekends
Gender
All
Before 9am
(Breakfast
time)
Between 9am
and 12pm
Between 12pm
and 2pm
Between 2pm
and 4pm
Between 4pm
and 6pm
Between 6pm
and 8pm
After 8pm
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
Me (parent) on my own
Mostly my (parent's) decision
Joint decision with my child
Mostly my child’s decision
Child’s decision
27.7%
20.7%
27.7%
18.0%
5.8%
28.2%
22.1%
30.2%
14.7%
4.8%
26.8%
25.5%
28.6%
13.8%
5.2%
28.1%
22.4%
29.9%
14.4%
5.2%
27.6%
23.3%
32.6%
12.7%
3.9%
26.3%
21.9%
31.4%
15.8%
4.6%
26.9%
25.8%
25.8%
17.6%
3.8%
Male
30.5%
21.6%
23.9%
18.1%
5.8%
29.7%
22.9%
25.9%
17.0%
4.5%
30.5%
24.6%
25.7%
15.0%
4.2%
28.8%
22.2%
28.6%
15.4%
4.9%
29.0%
25.3%
30.1%
11.9%
3.7%
27.9%
23.8%
27.5%
16.8%
4.0%
29.6%
25.0%
26.9%
14.8%
3.7%
Age (in years)
Female
24.6%
19.6%
32.1%
17.9%
5.8%
26.5%
21.4%
34.6%
12.3%
5.2%
22.9%
26.5%
31.6%
12.7%
6.3%
27.3%
22.6%
31.2%
13.3%
5.6%
26.2%
21.3%
35.1%
13.4%
4.0%
24.7%
19.9%
35.4%
14.8%
5.2%
23.0%
27.0%
24.3%
21.6%
4.1%
Under 1
45.2%
21.4%
21.4%
11.9%
0.0%
47.4%
19.2%
25.6%
3.8%
3.8%
31.3%
32.8%
31.3%
1.6%
3.1%
51.4%
20.3%
20.3%
6.8%
1.4%
46.6%
24.7%
21.9%
5.5%
1.4%
48.3%
13.8%
25.9%
5.2%
6.9%
50.0%
21.4%
21.4%
7.1%
0.0%
Social Class
1 year
32.9%
27.1%
23.5%
12.9%
3.5%
30.1%
27.1%
29.3%
12.0%
1.5%
28.3%
27.4%
28.3%
13.3%
2.7%
35.1%
24.5%
27.2%
10.6%
2.6%
32.6%
28.0%
27.3%
9.8%
2.3%
35.6%
19.5%
24.1%
18.4%
2.3%
28.2%
23.1%
30.8%
15.4%
2.6%
2 years
28.2%
27.1%
25.9%
15.3%
3.5%
30.9%
24.7%
25.9%
13.6%
4.9%
25.2%
27.6%
24.4%
17.9%
4.9%
28.6%
28.0%
26.9%
12.0%
4.6%
28.3%
25.6%
26.1%
16.1%
3.9%
25.7%
25.7%
32.7%
11.5%
4.4%
27.6%
41.4%
17.2%
6.9%
6.9%
3 years
27.5%
18.3%
30.8%
14.2%
9.2%
25.4%
21.2%
33.3%
15.9%
4.2%
32.2%
21.8%
28.7%
10.9%
6.3%
25.1%
18.6%
36.8%
15.6%
3.9%
26.9%
21.2%
36.5%
10.6%
4.8%
22.1%
25.7%
32.1%
15.7%
4.3%
17.6%
25.5%
33.3%
17.6%
5.9%
4 to 5
19.9%
15.2%
30.5%
27.2%
7.3%
21.9%
19.7%
32.3%
19.0%
7.1%
21.2%
24.1%
30.2%
17.9%
6.6%
19.9%
21.4%
30.1%
19.2%
9.4%
21.2%
21.2%
38.3%
14.9%
4.4%
18.8%
20.4%
35.1%
20.4%
5.2%
28.6%
20.4%
20.4%
28.6%
2.0%
ABC1
26.9%
20.2%
27.9%
20.2%
4.7%
27.8%
23.9%
30.5%
14.4%
3.4%
24.7%
26.6%
30.6%
13.6%
4.6%
26.8%
21.0%
34.2%
14.2%
3.8%
26.9%
22.8%
34.4%
13.6%
2.3%
23.4%
23.1%
33.6%
16.1%
3.8%
25.5%
24.5%
27.6%
18.4%
4.1%
Ethnicity
C2DE
29.0%
21.5%
27.4%
14.5%
7.5%
28.7%
19.8%
29.8%
15.0%
6.7%
29.3%
24.3%
26.2%
14.2%
6.0%
29.7%
24.2%
24.4%
14.6%
7.1%
28.8%
24.2%
29.6%
11.1%
6.3%
30.4%
20.2%
28.3%
15.4%
5.7%
28.6%
27.4%
23.8%
16.7%
3.6%
White
29.2%
20.0%
26.6%
18.6%
5.6%
30.1%
20.6%
28.8%
15.2%
5.3%
26.8%
24.8%
28.5%
14.0%
5.9%
28.0%
21.8%
30.2%
14.6%
5.4%
27.1%
23.3%
32.1%
13.1%
4.3%
27.3%
21.3%
29.5%
17.2%
4.7%
29.8%
23.7%
24.4%
19.8%
2.3%
BME
17.2%
25.9%
36.2%
13.8%
6.9%
18.0%
30.1%
37.6%
12.0%
2.3%
27.1%
28.7%
28.7%
13.2%
2.3%
28.8%
25.9%
28.1%
12.9%
4.3%
30.1%
23.3%
34.9%
10.3%
1.4%
21.8%
24.8%
40.6%
8.9%
4.0%
19.6%
31.4%
29.4%
11.8%
7.8%
171
Technology and Play
B-Q2e: Which of the following statements are most true when the child is using the tablet at this time?
Notes: Percentages only out of those who are using the tablets at each time-point, e.g. 21.5% of children who use their tablets before 9am do so for ‘distraction or quiet time’
Weekday
All
Before 9am
(breakfast time)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 9am‐
12noon (mornings)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 12noon
and 2pm (lunchtime)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Male
Gender
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
Ethnicity
BME
59.8%
59.9%
59.7%
60.0%
59.8%
61.6%
60.2%
58.3%
59.2%
60.9%
60.0%
58.7%
39.4%
38.3%
40.7%
38.0%
41.1%
33.3%
44.7%
38.8%
39.2%
39.7%
37.1%
52.0%
46.6%
48.0%
44.8%
42.0%
46.7%
42.4%
52.4%
46.8%
46.2%
47.3%
46.1%
49.3%
21.7%
23.1%
19.9%
12.0%
20.6%
24.2%
26.2%
20.9%
18.8%
26.6%
**18.0%
**42.7%
39.4%
38.3%
40.7%
32.0%
34.6%
39.4%
45.6%
41.0%
39.5%
39.1%
41.4%
28.0%
17.1%
17.3%
16.7%
18.0%
18.7%
16.2%
19.4%
14.4%
14.3%
21.7%
15.8%
24.0%
2.2%
2.5%
1.8%
2.0%
0.9%
2.0%
1.9%
3.6%
2.5%
1.6%
2.6%
0.0%
49.2%
49.8%
48.6%
39.7%
43.8%
53.1%
52.1%
54.8%
44.2%
54.7%
47.3%
58.0%
42.7%
44.2%
41.1%
34.5%
43.8%
39.8%
49.0%
43.8%
39.1%
46.7%
40.1%
54.3%
59.3%
59.7%
58.9%
51.7%
60.0%
60.2%
64.6%
56.2%
63.5%
54.7%
59.6%
58.0%
22.0%
22.5%
21.5%
25.9%
21.0%
24.8%
20.8%
17.8%
23.2%
20.8%
20.1%
30.9%
55.1%
57.6%
52.3%
39.7%
51.4%
57.5%
63.5%
57.5%
55.4%
54.7%
57.1%
45.7%
17.1%
19.5%
14.5%
20.7%
15.2%
18.6%
17.7%
13.7%
12.9%
21.7%
15.9%
22.2%
0.9%
0.4%
1.4%
1.7%
0.0%
1.8%
1.0%
0.0%
0.9%
0.9%
0.8%
1.2%
46.2%
48.3%
43.8%
43.5%
45.6%
50.0%
44.8%
45.8%
44.5%
47.8%
43.1%
57.6%
40.2%
39.8%
40.5%
43.5%
39.8%
38.6%
39.1%
41.7%
39.3%
41.0%
39.9%
41.2%
61.4%
61.6%
61.1%
60.9%
62.1%
61.4%
63.2%
58.3%
56.5%
65.9%
62.7%
56.5%
23.5%
28.9%
17.3%
*19.6%
*20.4%
*23.9%
*28.7%
*23.6%
23.0%
23.9%
22.5%
27.1%
49.2%
46.4%
52.4%
37.0%
47.6%
47.7%
56.3%
52.8%
44.5%
53.7%
50.8%
43.5%
15.7%
18.0%
13.0%
13.0%
14.6%
14.8%
18.4%
16.7%
11.0%
20.0%
15.4%
16.5%
0.5%
0.0%
1.1%
0.0%
0.0%
1.1%
1.1%
0.0%
0.5%
0.5%
0.3%
1.2%
172
Technology and Play
Between 2 and 4pm
(afternoon)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 4 and 6pm
(tea/dinner time)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 6 and 8pm
(evening – before/
around bedtime)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
48.0%
44.6%
50.9%
38.3%
48.5%
51.2%
43.6%
47.1%
45.5%
46.0%
48.0%
40.3%
43.3%
37.2%
52.8%
34.2%
35.1%
40.5%
45.7%
40.2%
40.4%
40.0%
41.8%
63.4%
60.5%
66.6%
58.5%
51.7%
70.1%
66.1%
65.7%
65.9%
60.6%
64.0%
60.2%
23.1%
25.4%
20.6%
34.0%
21.7%
22.4%
20.8%
23.6%
24.1%
21.9%
22.2%
27.6%
56.7%
53.9%
59.8%
47.2%
50.8%
54.5%
63.7%
59.3%
54.8%
58.9%
58.2%
49.0%
14.5%
14.7%
14.2%
15.1%
15.0%
13.4%
16.7%
12.1%
12.7%
16.4%
13.5%
19.4%
1.0%
0.6%
1.4%
3.8%
0.8%
1.5%
0.6%
0.0%
0.9%
1.0%
1.2%
0.0%
50.0%
49.9%
50.1%
44.4%
44.4%
48.2%
55.6%
50.8%
50.1%
49.9%
49.0%
55.9%
39.7%
42.0%
37.2%
40.7%
42.5%
40.1%
39.4%
38.2%
38.9%
40.8%
*37.9%
*50.0%
55.4%
56.4%
54.3%
46.9%
47.1%
56.9%
57.3%
58.6%
57.2%
52.7%
55.8%
52.6%
20.5%
22.0%
18.8%
24.7%
22.2%
21.8%
21.2%
17.6%
19.8%
21.3%
19.6%
25.7%
52.4%
50.8%
54.1%
*32.1%
*47.1%
*51.3%
*61.8%
*53.5%
52.4%
52.4%
53.1%
48.0%
20.1%
20.3%
19.8%
18.5%
23.5%
20.3%
19.5%
19.3%
18.4%
22.5%
*18.7%
*28.3%
2.3%
2.0%
2.6%
0.0%
1.3%
4.1%
2.5%
2.1%
2.8%
1.6%
2.5%
1.3%
42.2%
44.6%
39.6%
57.1%
34.8%
46.2%
44.3%
37.9%
40.9%
43.9%
39.8%
53.5%
41.8%
42.2%
41.5%
24.5%
35.9%
44.3%
48.6%
42.9%
40.3%
43.9%
41.3%
44.4%
44.6%
46.6%
42.5%
42.9%
37.0%
42.5%
46.4%
48.9%
41.5%
49.0%
44.0%
47.5%
23.7%
25.5%
21.8%
22.4%
23.9%
27.4%
27.1%
19.2%
24.8%
22.2%
**20.4%
**39.4%
42.9%
46.3%
39.3%
26.5%
34.8%
44.3%
50.0%
45.1%
41.5%
44.8%
42.8%
43.4%
37.1%
35.4%
38.9%
32.7%
37.0%
45.3%
27.1%
41.2%
33.9%
41.4%
38.7%
29.3%
1.4%
1.0%
1.8%
0.0%
2.2%
0.9%
1.4%
1.6%
1.5%
1.3%
1.3%
2.0%
All
Male
46.3%
Gender
Ethnicity
BME
173
Technology and Play
After 8pm
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
48.6%
38.7%
38.1%
43.3%
60.0%
39.4%
42.9%
42.9%
44.9%
39.3%
53.5%
44.7%
45.7%
43.5%
52.4%
43.3%
40.0%
54.5%
32.1%
39.7%
49.3%
44.9%
44.2%
45.5%
51.4%
38.7%
38.1%
53.3%
45.0%
51.5%
35.7%
49.2%
42.0%
43.8%
48.8%
40.2%
41.4%
38.7%
38.1%
36.7%
35.0%
39.4%
50.0%
38.1%
42.0%
39.3%
41.9%
32.6%
32.9%
32.3%
23.8%
43.3%
35.0%
36.4%
21.4%
27.0%
37.7%
33.7%
30.2%
37.1%
38.6%
35.5%
38.1%
30.0%
40.0%
30.3%
50.0%
39.7%
34.8%
37.1%
37.2%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
0.0%
All
Male
43.9%
Gender
Ethnicity
BME
174
Technology and Play
B-Q2e: Which of the following statements are most true when the child is using the tablet at this time?
Notes: Percentages only out of those who are using the tablets at each time-point, e.g. 21.5% of children who use their tablets before 9am do so for ‘distraction or quiet time’
Weekends
Before 9am
(breakfast time)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 9am‐
12noon (mornings)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 12noon
and 2pm (lunchtime)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
54.8%
56.7%
57.1%
54.1%
56.5%
59.2%
53.0%
55.9%
55.4%
56.2%
51.7%
40.2%
42.5%
37.5%
23.8%
40.0%
38.8%
44.2%
42.4%
40.1%
40.3%
38.8%
50.0%
44.3%
42.5%
46.4%
38.1%
42.4%
38.8%
50.0%
45.7%
42.8%
46.8%
42.6%
56.9%
20.9%
23.2%
18.3%
11.9%
23.5%
23.5%
24.2%
17.9%
21.2%
20.4%
19.3%
32.8%
38.7%
36.7%
41.1%
*35.7%
*29.4%
*34.1%
*53.3%
*35.8%
38.4%
39.2%
*36.5%
*55.2%
11.8%
12.0%
11.6%
9.5%
15.3%
9.4%
15.8%
8.6%
9.1%
16.1%
*9.4%
*29.3%
2.7%
2.7%
2.7%
0.0%
1.2%
2.4%
3.3%
4.0%
2.7%
2.7%
2.8%
1.7%
47.2%
46.0%
48.4%
42.3%
42.1%
50.6%
48.7%
48.0%
47.0%
47.4%
*45.1%
*57.9%
41.2%
44.6%
37.6%
44.9%
35.3%
43.8%
37.0%
44.2%
40.5%
42.1%
39.4%
50.4%
61.6%
61.1%
62.2%
*48.7%
*56.4%
*54.3%
*66.7%
*68.8%
60.4%
63.2%
61.6%
61.7%
24.1%
23.8%
24.3%
29.5%
25.6%
20.4%
26.5%
22.3%
25.0%
22.8%
**21.3%
**38.3%
50.2%
49.1%
51.4%
**33.3%
**39.8%
**48.1%
**58.7%
**55.4%
50.4%
49.9%
50.9%
46.6%
10.7%
10.8%
10.6%
9.0%
11.3%
13.0%
11.6%
8.9%
*8.1%
*14.2%
9.7%
15.8%
1.6%
1.9%
1.2%
1.3%
0.0%
1.2%
2.6%
1.9%
1.5%
1.7%
1.7%
0.8%
42.7%
41.2%
44.3%
42.2%
42.5%
44.7%
41.4%
42.9%
*38.2%
*47.9%
43.6%
38.8%
45.3%
46.6%
44.0%
39.1%
44.2%
45.5%
42.5%
50.0%
43.9%
47.0%
44.5%
48.8%
56.4%
54.8%
58.1%
46.9%
51.3%
54.5%
58.0%
61.8%
53.9%
59.3%
57.1%
53.5%
28.3%
28.0%
28.6%
32.8%
26.5%
30.1%
25.9%
28.8%
27.9%
28.7%
27.6%
31.0%
48.4%
47.5%
49.4%
42.2%
46.9%
46.3%
55.2%
46.7%
45.8%
51.4%
47.8%
51.2%
12.5%
12.4%
12.7%
9.4%
11.5%
14.6%
14.9%
10.8%
9.8%
15.8%
12.2%
14.0%
1.5%
1.4%
1.5%
0.0%
2.7%
1.6%
0.6%
1.9%
1.4%
1.6%
1.3%
2.3%
All
Male
55.7%
Gender
Ethnicity
BME
175
Technology and Play
Between 2 and 4pm
(afternoon)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 4 and 6pm
(tea/dinner time)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Between 6 and 8pm
(evening – before/
around bedtime)
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
41.9%
41.5%
43.2%
38.4%
37.1%
48.9%
39.8%
40.4%
43.3%
41.2%
44.6%
41.8%
44.2%
39.2%
45.9%
36.4%
39.4%
39.4%
47.4%
39.6%
44.6%
41.4%
43.9%
63.0%
59.6%
66.7%
52.7%
60.3%
58.9%
65.8%
67.7%
64.2%
61.5%
63.5%
60.4%
26.9%
27.4%
26.3%
25.7%
25.2%
23.4%
28.6%
28.9%
26.4%
27.5%
25.5%
34.5%
55.2%
52.6%
58.0%
41.9%
50.3%
52.6%
60.6%
58.6%
55.0%
55.4%
55.3%
54.7%
11.0%
10.9%
11.2%
14.9%
11.9%
13.1%
9.5%
9.4%
8.0%
14.9%
10.0%
16.5%
1.2%
0.9%
1.6%
0.0%
0.7%
1.1%
2.2%
1.1%
1.6%
0.8%
1.2%
1.4%
41.8%
39.2%
44.5%
38.4%
41.7%
43.9%
42.3%
41.1%
41.4%
42.5%
42.3%
39.0%
43.0%
44.8%
41.2%
50.7%
34.1%
41.1%
41.3%
47.2%
43.2%
42.7%
42.5%
45.9%
52.4%
52.2%
52.6%
*37.0%
*42.4%
*50.6%
*55.3%
*59.2%
52.2%
52.7%
51.9%
54.8%
25.9%
26.6%
25.1%
27.4%
25.8%
24.4%
24.5%
27.2%
26.5%
24.8%
25.3%
28.8%
47.3%
46.8%
47.9%
**21.9%
**45.5%
**46.7%
**53.8%
**50.0%
45.7%
49.9%
48.4%
41.8%
18.5%
19.7%
17.2%
17.8%
27.3%
18.9%
16.8%
15.8%
16.3%
21.9%
*17.3%
*24.7%
1.9%
1.5%
2.2%
0.0%
0.8%
3.3%
2.4%
1.6%
2.0%
1.7%
2.0%
1.4%
37.7%
39.3%
36.1%
41.4%
36.8%
38.9%
37.9%
36.1%
36.5%
39.3%
37.5%
38.6%
41.1%
40.3%
41.9%
24.1%
39.1%
37.2%
47.1%
45.0%
42.4%
39.3%
39.8%
47.5%
40.2%
40.9%
39.5%
29.3%
36.8%
35.4%
45.7%
44.0%
37.7%
43.7%
38.9%
46.5%
24.1%
24.8%
23.4%
24.1%
28.7%
26.5%
23.6%
20.9%
24.6%
23.5%
*21.9%
*34.7%
39.6%
40.6%
38.5%
22.4%
42.5%
39.8%
44.3%
39.8%
37.7%
42.1%
38.7%
43.6%
40.7%
42.3%
39.2%
46.6%
41.4%
46.0%
33.6%
40.8%
40.9%
40.5%
40.0%
44.6%
1.5%
1.0%
2.1%
0.0%
3.4%
1.8%
0.7%
1.6%
1.5%
1.6%
1.4%
2.0%
All
Male
41.7%
Gender
Ethnicity
BME
176
Technology and Play
After 8pm
Distraction or quiet time, whilst I
complete other tasks or relax
Sit‐back experience e.g. watching
video
Encouraging my child to be creative
and/or play
Social device e.g. co‐usage with
adults or other children
Educational purposes (e.g. learning
the alphabet)
Bedtime stories
Other reasons
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
37.0%
32.4%
42.9%
43.6%
34.5%
31.4%
30.6%
30.6%
40.5%
34.4%
37.3%
36.8%
38.0%
35.1%
28.6%
35.9%
27.6%
45.1%
36.7%
33.7%
40.5%
38.2%
33.3%
35.2%
33.3%
37.8%
35.7%
35.9%
31.0%
45.1%
26.5%
36.7%
33.3%
32.1%
43.1%
27.5%
27.8%
27.0%
35.7%
28.2%
27.6%
29.4%
22.4%
34.7%
19.0%
*22.1%
*41.2%
31.9%
29.6%
35.1%
35.7%
41.0%
27.6%
35.3%
22.4%
33.7%
29.8%
28.2%
41.2%
45.6%
38.9%
55.4%
42.9%
43.6%
48.3%
52.9%
38.8%
50.0%
40.5%
43.5%
51.0%
1.1%
0.0%
2.7%
0.0%
0.0%
3.4%
0.0%
2.0%
1.0%
1.2%
0.0%
3.9%
All
Male
35.2%
Gender
Ethnicity
BME
B3: How often does your child watch more than one screen at the same time e.g. using a tablet whilst watching TV
Percentages out of each demographic group, e.g. 8.3% of the male children in the sample use more than one screen at once ‘all the time’.
Statistically significant associations between response and each demographic group noted in the column headers (including Cramer’s V effect
sizes).
All the time
Often
Occasionally
Rarely
Never
Female
Under 1
1 year
Age*.066
2 years
3 years
4 to 5
Social Class**.160
ABC1
C2DE
Ethnicity**.130
White
BME
8.3%
5.8%
8.6%
10.9%
5.3%
5.6%
6.7%
4.8%
10.2%
6.0%
12.6%
17.7%
19.0%
16.3%
18.4%
17.5%
15.3%
18.7%
18.6%
16.4%
19.6%
16.6%
23.5%
26.1%
24.4%
27.9%
18.9%
21.2%
26.1%
32.0%
26.6%
25.4%
27.2%
26.0%
26.8%
25.8%
24.6%
27.1%
29.7%
26.4%
25.4%
23.2%
26.6%
25.4%
26.4%
27.0%
19.4%
23.4%
23.7%
23.0%
24.3%
24.1%
28.0%
20.6%
21.5%
28.1%
16.6%
24.4%
17.7%
All
Male
7.0%
Gender
177
Technology and Play
Section C: Decision Making
C-Q1. We would like you to count the number of apps there are which your child uses on the tablet device they use.
Percentages out of each demographic group, e.g. 41.7% of 0 to 2 year olds in the study use 0 to 5 apps on their tablet device. Statistical significance noted in column headers for
associations between number of apps and demographic group (including Cramer’s V effect sizes)
Section C: Decision Making
Percentages out of each demographic group, e.g. 41.7% of 0 to 2 year olds in the study use 0 to 5 apps on their tablet device. Statistical
significance noted in column headers for associations between number of apps and demographic group (including Cramer’s V effect sizes)
Gender
Male
All
Female
Age**.115
Under 1
1 year
2 years
3 years
4 to 5
Social Class
ABC1
Ethnicity
White
C2DE
BME
0 to 5
33.4%
32.5%
34.3%
37.3%
41.5%
43.8%
30.0%
22.3%
34.2%
32.2%
34.2%
28.7%
6 to 10
20.3%
19.0%
21.7%
18.9%
15.2%
14.8%
22.7%
25.9%
21.0%
19.4%
19.9%
22.6%
11 to 15
6.6%
7.1%
6.1%
7.0%
3.4%
5.3%
7.5%
8.6%
6.9%
6.2%
6.4%
7.4%
16 to 20
3.2%
3.4%
2.9%
1.1%
1.7%
2.6%
4.7%
3.8%
3.4%
2.8%
3.4%
1.6%
20 or more
4.1%
4.0%
4.2%
1.6%
2.6%
2.2%
5.2%
6.4%
4.2%
3.9%
4.1%
4.2%
Don't know
32.5%
34.0%
30.8%
34.1%
35.5%
31.3%
29.8%
33.0%
30.3%
35.6%
31.9%
35.5%
C-Q2. Of all the apps that you have downloaded to the tablet device used by your child, please could you estimate the proportion that you
have purchased, subscribed to or paid for through an in-app purchase?
Percentages out of each demographic group, e.g. 2.9% of 0 to 2 year olds in the study use 0 to 20% paid‐for apps on their tablet device. Statistical
significance noted in column headers for associations between number of apps and demographic group (including Cramer’s V effect sizes)
Non‐paid‐for apps
Gender
Male
All
Female
Age*.075
Under 1
1 year
2 years
3 years
4 to 5
Social Class**.125
ABC1
C2DE
Ethnicity**.143
White
BME
0 to 20%
3.2%
2.9%
3.4%
2.7%
3.4%
2.6%
3.4%
3.3%
3.6%
2.6%
3.0%
3.9%
21 to 40%
2.6%
2.0%
3.1%
3.8%
1.4%
3.8%
2.6%
1.9%
2.8%
2.2%
2.7%
1.9%
41 to 60%
7.9%
8.5%
7.3%
12.4%
7.7%
6.7%
8.2%
7.2%
7.8%
8.0%
7.0%
12.6%
61 to 80%
9.5%
10.3%
8.5%
7.0%
7.4%
8.1%
8.4%
13.2%
11.0%
7.2%
9.4%
9.7%
81 to 100%
50.6%
47.8%
53.7%
43.2%
45.8%
53.3%
52.4%
52.6%
52.7%
47.7%
53.4%
35.8%
Don't know
26.3%
28.5%
24.0%
30.8%
34.1%
25.4%
25.1%
21.8%
22.1%
32.3%
24.5%
36.1%
178
Technology and Play
Paid‐for apps
Gender
Male
All
Age
Under 1
Female
1 year
2 years
3 years
Social Class**.138
ABC1
C2DE
4 to 5
Ethnicity**.137
White
BME
0 to 20%
55.9%
53.1%
58.8%
47.0%
51.0%
57.2%
56.7%
60.0%
58.2%
52.5%
58.6%
21 to 40%
6.2%
7.2%
5.1%
7.6%
4.0%
6.0%
5.6%
7.7%
7.9%
3.8%
5.9%
7.7%
41 to 60%
7.1%
7.1%
7.2%
10.3%
6.6%
6.7%
7.7%
6.4%
6.7%
7.8%
6.6%
10.3%
61 to 80%
2.5%
2.4%
2.5%
2.2%
2.9%
3.1%
2.6%
1.7%
2.9%
1.8%
2.2%
3.5%
81 to 100%
2.1%
1.7%
2.4%
2.2%
1.4%
1.7%
2.4%
2.4%
2.2%
1.8%
2.1%
1.6%
Don't know
26.3%
28.5%
24.0%
30.8%
34.1%
25.4%
25.1%
21.8%
22.1%
32.3%
24.5%
36.1%
40.6%
C-Q3. How often do you download new apps for your child to the tablet device used by your child?
Gender**.141
Male
Female
All
Age**.094
Under 1
1 year
2 years
3 years
4 to 5
Social Class**.153
ABC1
C2DE
Ethnicity**.144
White
BME
Once a day
4.7%
6.8%
2.5%
3.8%
9.7%
3.6%
4.7%
2.7%
3.1%
7.1%
4.2%
7.4%
Two or three times a week
9.2%
11.5%
6.8%
8.1%
8.9%
8.1%
9.9%
10.0%
8.1%
10.7%
8.2%
14.8%
Once a week
11.1%
10.7%
11.5%
14.6%
9.5%
8.9%
11.6%
12.2%
10.1%
12.5%
10.6%
13.9%
Two or three times a month
16.9%
16.8%
17.0%
18.4%
13.8%
16.5%
18.5%
17.4%
15.6%
18.8%
17.5%
13.9%
Once a month
16.2%
14.3%
18.2%
14.1%
13.8%
14.8%
14.8%
20.4%
16.5%
15.7%
16.4%
14.8%
Once every two or three months
18.6%
17.1%
20.2%
14.6%
17.2%
18.9%
20.0%
19.4%
21.3%
14.7%
19.8%
11.9%
6.0%
5.6%
6.4%
5.4%
7.4%
6.5%
5.4%
5.5%
7.4%
4.0%
6.5%
3.2%
13.2%
13.1%
13.2%
15.1%
15.8%
16.5%
11.4%
10.0%
13.4%
12.8%
12.5%
16.8%
4.2%
4.1%
4.2%
5.9%
4.0%
6.2%
3.9%
2.4%
4.5%
3.7%
4.3%
3.2%
Once every six months
Less often
Never
C-Q4. How often do you delete apps from the tablet device used by your child?
Gender**.119
Male
Female
All
Age*.084
Under 1
1 year
2 years
3 years
4 to 5
Social Class**.130
ABC1
C2DE
Ethnicity*.118
White
BME
Once a day
4.1%
5.5%
2.6%
4.9%
6.3%
2.4%
4.9%
3.1%
2.9%
5.8%
3.8%
5.5%
Two or three times a week
7.1%
8.8%
5.3%
8.6%
7.2%
5.7%
6.4%
8.1%
6.6%
7.8%
6.1%
12.6%
Once a week
8.8%
9.9%
7.6%
9.7%
9.7%
6.5%
9.7%
8.9%
7.9%
10.1%
8.2%
12.3%
Two or three times a month
11.1%
10.4%
11.7%
11.4%
10.3%
11.7%
10.1%
11.7%
9.6%
13.2%
11.2%
10.0%
Once a month
12.2%
11.5%
12.9%
9.2%
10.3%
12.0%
11.2%
15.1%
11.4%
13.3%
12.4%
11.0%
Once every two or three months
14.5%
13.6%
15.6%
12.4%
14.9%
13.2%
15.7%
15.1%
15.4%
13.3%
15.1%
11.3%
8.0%
7.2%
8.8%
4.3%
7.7%
6.9%
10.9%
7.6%
9.0%
6.5%
8.2%
6.8%
Less often
21.0%
20.5%
21.5%
19.5%
19.2%
24.4%
20.8%
20.3%
23.1%
18.0%
21.5%
18.4%
Never
13.3%
12.5%
14.1%
20.0%
14.3%
17.2%
10.3%
10.1%
14.2%
12.1%
13.5%
12.3%
Once every six months
179
Technology and Play
C-Q5. Of all the different types of apps your child uses, we’d like you to tell us which one(s) are YOUR favourite(s) and which are THEIR favourite(s)?
Notes: Percentages out of each demographic group. 27.2% of parents felt that learning apps were their favourite, 50.9% of respondents felt that these were the child’s favourite and
21.9% reported not using this type of app. Statistical significance noted in cells for association between response and demographic group.
was one of their child’s favourite types of activity. Parents could select that it was their favourite, their child’s favourite or both so column sums may exceed 100%.
Learning (e.g. matching
shapes, learning
numbers/letters/words/a
nimal names etc)
Social Networking (e.g.
WhatsApp)
Parent favourite
Child favourite
Do not play this type of
game
Parent favourite
Child favourite
Style Creation (e.g.
Stardoll, Fashion Icon)
Do not play this type of
game
Parent favourite
Child favourite
Escape and Obstacles (e.g.
Temple Run)
Do not play this type of
game
Parent favourite
Child favourite
Sports (e.g. FIFA, Flick Kick
Rugby, Tiger Woods)
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
3 years
4 to 5
Social Class
ABC1
C2DE
White
60.0%
63.9%
61.3%
62.0%
59.1%
*62.6%
*51.0%
56.9%
65.6%
65.6%
60.9%
60.6%
65.3%
62.4%
63.2%
*5.3%
*8.2%
*3.5%
*2.2%
*3.4%
4.9%
2.9%
**3.2%
**8.7%
49.3%
50.0%
48.7%
40.7%
39.0%
50.6%
*37.8%
*55.6%
46.4%
44.2%
42.3%
39.3%
50.0%
40.8%
40.7%
44.2%
34.5%
45.7%
35.3%
41.8%
39.4%
20.2%
20.4%
20.0%
14.3%
15.8%
25.4%
22.1%
21.8%
22.9%
17.0%
19.4%
22.1%
26.6%
*33.9%
*20.5%
20.0%
37.6%
30.0%
28.2%
19.8%
24.1%
29.2%
25.3%
30.6%
65.0%
**55.2%
**72.9%
*72.0%
*51.6%
*53.8%
*71.8%
*70.1%
66.2%
63.6%
67.6%
56.5%
16.4%
19.7%
13.7%
12.0%
18.3%
21.3%
11.5%
18.1%
16.9%
15.8%
15.0%
21.0%
32.5%
33.1%
31.7%
38.9%
34.0%
39.8%
31.7%
27.9%
29.0%
36.5%
30.6%
39.4%
65.1%
66.1%
63.8%
**48.1%
**59.6%
**53.8%
**69.5%
**72.9%
67.2%
62.9%
67.2%
57.7%
13.5%
11.6%
16.2%
18.5%
16.0%
16.1%
12.6%
10.9%
13.9%
13.0%
13.0%
15.3%
39.8%
37.5%
43.8%
47.2%
41.3%
34.8%
45.5%
34.9%
41.9%
37.3%
39.1%
41.4%
50.2%
*55.3%
*41.1%
*25.0%
*42.5%
*51.5%
*49.5%
*62.0%
47.9%
52.8%
51.7%
46.6%
18.5%
15.9%
23.3%
27.8%
20.0%
21.2%
16.2%
15.5%
18.0%
19.2%
17.3%
21.6%
All
Male
60.8%
Gender
Female
Under 1
1 year
61.3%
60.2%
50.9%
60.3%
62.6%
*59.4%
*65.8%
63.2%
4.1%
4.6%
3.5%
45.7%
43.3%
41.1%
Age (in years)
2 years
Ethnicity
BME
180
Technology and Play
Basic Strategy (e.g. Angry
Birds)
Parent favourite
Child favourite
Creating virtual worlds
(e.g. Minecraft)
Do not play this type of
game
Parent favourite
Child favourite
Nurture and mimics (e.g.
My Horse, Talking Tom,
Pou, Toca Pet Doctor)
Audio play/musical play
(e.g. nursery rhymes,
keyboards)
Visual
play/drawing/colouring in
(e.g. Draw; Faces iMake
HD)
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
ABC1
31.8%
31.2%
26.0%
33.3%
28.2%
34.7%
31.0%
68.5%
*72.2%
*63.4%
*66.0%
*62.4%
*64.1%
*62.6%
11.9%
*9.0%
*15.7%
16.0%
14.5%
16.8%
28.9%
29.4%
28.2%
38.5%
31.8%
62.5%
64.4%
59.4%
*53.8%
17.8%
16.9%
19.3%
27.1%
28.5%
71.6%
All
Male
31.5%
Gender
Social Class
Ethnicity
C2DE
White
BME
34.9%
27.4%
29.6%
39.1%
*76.1%
67.6%
69.5%
*70.9%
*58.6%
13.7%
7.4%
10.9%
13.1%
11.9%
11.5%
36.3%
28.7%
22.1%
28.9%
29.0%
27.2%
34.7%
*59.1%
*46.3%
*63.6%
*72.6%
63.4%
61.4%
65.3%
53.2%
15.4%
20.5%
25.0%
18.6%
13.7%
17.4%
18.3%
17.1%
20.2%
25.6%
31.3%
31.5%
24.4%
28.2%
24.8%
27.7%
26.4%
*24.7%
*37.9%
68.9%
74.6%
*64.2%
*61.1%
*75.0%
*77.1%
*72.3%
70.2%
73.1%
**74.4%
**59.2%
10.9%
11.8%
9.9%
14.9%
15.4%
10.1%
7.0%
11.1%
11.7%
9.9%
10.4%
13.0%
36.7%
38.8%
34.5%
38.7%
39.9%
36.3%
32.4%
38.0%
39.2%
33.2%
36.3%
38.3%
73.1%
*69.2%
*77.0%
74.8%
73.8%
73.9%
76.1%
68.7%
**69.2%
**78.5%
72.8%
74.2%
9.1%
9.4%
8.8%
9.2%
7.6%
9.2%
9.0%
10.1%
10.4%
7.4%
8.9%
10.0%
37.6%
40.5%
34.6%
38.5%
41.6%
37.6%
36.0%
36.5%
39.5%
35.0%
38.0%
35.0%
74.0%
**69.9%
**78.2%
*64.8%
*67.4%
*72.6%
*80.2%
*75.1%
72.0%
76.6%
74.7%
70.1%
7.8%
9.1%
6.4%
7.7%
10.4%
11.3%
5.0%
6.6%
8.3%
7.1%
7.2%
11.2%
181
Technology and Play
Video apps (e.g. YouTube)
Parent favourite
Child favourite
Story apps/interactive
books (e.g. Nighty Night,
Cinderella)
Role play (e.g. Princess
Dress‐Up; Pet Shop)
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
Parent favourite
Child favourite
Creative production (e.g.
First Camera, Video Star)
Do not play this type of
game
Parent favourite
Child favourite
Augmented reality (e.g.
Mattel Apptivity apps;
ColAR Mix; AR Flashcards)
Do not play this type of
game
Parent favourite
Child favourite
Do not play this type of
game
Female
Under 1
1 year
Age (in years)
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
White
33.6%
37.5%
*45.1%
*44.2%
*35.0%
*31.8%
*30.8%
33.6%
38.0%
*33.7%
*42.7%
74.8%
73.4%
76.3%
67.3%
69.4%
75.2%
79.8%
75.7%
75.2%
74.2%
74.9%
74.4%
7.3%
7.6%
6.9%
11.5%
7.8%
9.3%
5.3%
5.9%
7.9%
6.5%
7.5%
6.4%
48.7%
47.6%
49.7%
47.4%
52.1%
47.3%
49.8%
47.2%
48.7%
48.7%
49.6%
44.1%
67.2%
65.6%
68.8%
67.0%
66.0%
63.3%
70.0%
68.4%
67.0%
67.7%
67.8%
64.8%
8.5%
9.9%
7.2%
9.3%
7.7%
12.2%
6.6%
7.8%
8.9%
7.9%
7.6%
12.7%
24.1%
**31.3%
**18.5%
27.7%
31.3%
25.7%
23.6%
20.0%
23.9%
24.2%
**21.6%
**35.0%
71.7%
**62.6%
**78.8%
66.2%
67.8%
67.1%
74.2%
74.9%
70.8%
72.9%
73.2%
65.0%
13.6%
*17.1%
*10.8%
18.5%
13.0%
17.1%
11.8%
12.2%
14.1%
12.9%
13.4%
14.0%
38.2%
37.0%
39.6%
33.3%
37.0%
42.9%
41.7%
34.7%
35.8%
40.7%
37.1%
42.1%
60.2%
59.8%
60.8%
54.2%
52.9%
58.0%
69.9%
59.9%
62.1%
58.4%
61.7%
55.0%
16.3%
17.7%
14.7%
16.7%
20.2%
16.0%
9.6%
19.3%
16.5%
16.1%
15.7%
18.6%
36.1%
39.7%
31.0%
25.0%
40.9%
35.9%
43.0%
31.3%
34.1%
38.6%
36.3%
35.7%
49.1%
45.9%
53.8%
47.7%
48.4%
45.7%
47.4%
53.5%
48.5%
49.8%
49.7%
47.0%
24.0%
24.5%
23.4%
27.3%
23.7%
27.2%
21.1%
23.6%
25.8%
22.0%
23.9%
24.3%
All
Male
35.5%
Gender
Ethnicity
BME
182
Technology and Play
C-Q5b – Parent/child favourite types of apps by respondent age breakdown
Percentages out of each age group and app-type combination, e.g. out of participants aged under 30, 23.2% said that learning apps were the parent’s favourite,
55.9% types
that it was
the child’s
favourite and age
20% that
it wasn’t a favourite or the child does not use that app
C‐Q5b – Parent/child favourite
of apps
by respondent
breakdown
Percentages out of each age group and app‐type combination, e.g. out of participants aged under 30, 23.2% said that learning apps were the
parent’s favourite, 55.9% that it was the child’s favourite and 20% that it wasn’t a favourite or the child does not use that app.
Age of parent respondent
All
1. Learning (e.g. matching shapes, learning
numbers/ letters/ words / animal names etc)
2. Social Networking (e.g. What’s App)
4. Escape and Obstacles (e.g. temple run)
5. Sports (e.g. FIFA, Flick Kick Rugby, Tiger
Woods)
6. Basic Strategy (e.g. Angry Birds)
7. Creating virtual worlds (e.g. Minecraft)
8. Nurture and mimics (e.g. My Horse, Talking
Tom, Pou, Toca Pet Doctor)
9. Audio play/ musical play/ (e.g. nursery
rhymes, keyboards)
10. Visual play/ drawing/ colouring in (e.g.
Draw; Faces iMake HD)
30 and over
27.2%
*23.2%
*29.0%
Child favourite
50.9%
*55.9%
*48.7%
Neither/do not play
21.9%
*20.8%
*22.3%
Parent favourite
6.6%
a
10.7%
a
4.7%
Child favourite
7.0%
a
11.2%
a
5.1%
86.4%
a
78.0%
a
22.4%
Neither/do not play
3. Style Creation e.g. Stardoll, Fashion Icon)
Under 30
Parent favourite
Parent favourite
5.0%
Child favourite
17.3%
Neither/do not play
77.8%
Parent favourite
a
a
a
90.2%
a
14.9%
8.5%
69.1%
a
a
3.3%
81.8%
6.8%
**10.4%
**5.2%
Child favourite
20.8%
**26.0%
**18.4%
Neither/do not play
72.5%
**63.6%
**76.5%
6.4%
**10.1%
**4.7%
Child favourite
10.3%
**15.9%
**7.8%
Neither/do not play
83.3%
**74.0%
**87.5%
8.6%
**12.3%
**6.8%
Child favourite
29.8%
**32.9%
**28.3%
Neither/do not play
61.7%
**54.8%
**64.8%
Parent favourite
Parent favourite
Parent favourite
5.3%
Child favourite
16.9%
Neither/do not play
77.9%
Parent favourite
a
7.4%
a 23.7%
a
68.9%
a
4.4%
a 13.7%
a
81.9%
8.1%
**11.1%
**6.7%
Child favourite
32.9%
**36.9%
**31.0%
Neither/do not play
59.1%
**52.1%
**62.3%
Parent favourite
12.7%
**13.6%
**12.3%
Child favourite
52.1%
54.6%
50.9%
Neither/do not play
35.2%
31.7%
36.8%
Parent favourite
12.5%
13.1%
12.2%
Child favourite
50.8%
55.0%
49.0%
Neither/do not play
36.7%
31.9%
38.8%
a
invalid statistical test due to large number of cells with expected frequencies below 5
183
Technology and Play
Age of parent respondent
All
10. Visual play/ drawing/ colouring in (e.g.
Draw; Faces iMake HD)
11. Video apps (e.g. YouTube)
12. Story apps/ interactive books (e.g. Nighty
Night, Cinderella)
13. Role play (e.g. Princess Dress‐Up; Pet
Shop)
14. Creative production (e.g. First Camera,
Video Star)
15. Augmented reality (e.g. Mattel Apptivity
apps; ColAR Mix; AR Flashcards)
Under 30
30 and over
Parent favourite
12.5%
13.1%
12.2%
Child favourite
50.8%
55.0%
49.0%
Neither/do not play
36.7%
31.9%
38.8%
Parent favourite
11.0%
**16.8%
**8.3%
Child favourite
45.7%
**46.8%
**45.1%
Neither/do not play
43.4%
**36.4%
**46.6%
Parent favourite
14.7%
**14.9%
**14.6%
Child favourite
40.8%
**50.0%
**36.6%
Neither/do not play
44.6%
**35.1%
**48.8%
Parent favourite
6.3%
**10.3%
**4.5%
Child favourite
30.7%
**35.4%
**28.6%
Neither/do not play
63.0%
**54.3%
**66.9%
Parent favourite
7.6%
**10.7%
**6.1%
Child favourite
19.4%
**25.8%
**16.5%
Neither/do not play
73.1%
**63.5%
**77.4%
**5.8%
Parent favourite
6.6%
**8.2%
Child favourite
12.0%
**19.2%
**8.6%
Neither/do not play
81.5%
**72.6%
**85.5%
184
Technology and Play
C-Q6. Of all the different types of apps you indicated were THEIR favourite(s), we’d like to know how long on average they’ve been using each type.
Notes: Percentages out of demographic group and app-type, e.g. 9.7% of male children who use learning apps have been doing so for approximately a week.
Statistical significance tests omitted due to a large number of cells with expected frequencies less than 5.
Notes: Percentages out of demographic group and app‐type, e.g. 9.7% of male children who use learning apps have been doing so for
approximately a week. Statistical significance tests omitted due to a large number of cells with expected frequencies less than 5.
Gender
All
Male
Age (in years)
Female
< 1 year
Social Class
1 year
2 years
3 years
4 ‐5 years
ABC1
Ethnicity
C2DE
White
BME
1. Learning (e.g. matching
shapes, learning numbers/
letters/ words / animal
names etc)
A week
A month
2 months
3 months
4 months
5 months
6‐12 months
1 year
2 years
More than 2 years
8.9%
11.6%
11.9%
17.2%
7.9%
4.9%
16.2%
12.2%
6.6%
2.7%
9.7%
12.5%
14.1%
16.4%
7.5%
4.6%
14.1%
11.3%
6.7%
3.0%
8.2%
10.7%
9.7%
17.9%
8.2%
5.2%
18.1%
13.0%
6.5%
2.5%
13.9%
29.2%
18.1%
18.1%
4.2%
5.6%
5.6%
2.8%
2.8%
0.0%
17.1%
17.8%
14.5%
23.0%
8.6%
6.6%
7.9%
2.6%
0.7%
1.3%
7.2%
10.3%
15.7%
22.4%
7.2%
5.8%
19.7%
8.1%
3.1%
0.4%
7.5%
9.1%
7.5%
16.2%
8.7%
4.9%
19.2%
15.5%
7.5%
3.8%
6.2%
7.5%
10.1%
11.1%
8.1%
3.3%
17.6%
19.2%
12.1%
4.9%
6.3%
11.5%
12.2%
15.0%
8.7%
5.4%
17.1%
13.3%
7.2%
3.1%
12.3%
11.6%
11.4%
19.9%
6.7%
4.3%
15.0%
10.7%
5.8%
2.2%
8.1%
11.1%
11.8%
17.2%
7.7%
4.4%
17.3%
12.7%
6.6%
3.0%
13.1%
14.4%
12.5%
16.9%
8.8%
7.5%
10.0%
9.4%
6.3%
1.3%
2. Social Networking (e.g.
What’s App)
A week
A month
2 months
3 months
4 months
5 months
6‐12 months
1 year
2 years
More than 2 years
20.0%
15.0%
20.0%
13.6%
15.0%
5.7%
4.3%
3.6%
2.1%
0.7%
24.7%
12.9%
22.4%
10.6%
16.5%
2.4%
4.7%
4.7%
1.2%
0.0%
12.7%
18.2%
16.4%
18.2%
12.7%
10.9%
3.6%
1.8%
3.6%
1.8%
19.0%
33.3%
23.8%
14.3%
4.8%
0.0%
0.0%
4.8%
0.0%
0.0%
29.0%
16.1%
12.9%
3.2%
19.4%
6.5%
3.2%
3.2%
6.5%
0.0%
16.7%
8.3%
25.0%
25.0%
12.5%
8.3%
4.2%
0.0%
0.0%
0.0%
14.7%
8.8%
26.5%
14.7%
17.6%
2.9%
5.9%
5.9%
0.0%
2.9%
20.0%
13.3%
13.3%
13.3%
16.7%
10.0%
6.7%
3.3%
3.3%
0.0%
17.4%
14.0%
23.3%
10.5%
16.3%
8.1%
2.3%
4.7%
2.3%
1.2%
24.1%
16.7%
14.8%
18.5%
13.0%
1.9%
7.4%
1.9%
1.9%
0.0%
18.2%
17.2%
23.2%
13.1%
12.1%
6.1%
5.1%
3.0%
1.0%
1.0%
24.4%
9.8%
12.2%
14.6%
22.0%
4.9%
2.4%
4.9%
4.9%
0.0%
3. Style Creation e.g.
Stardoll, Fashion Icon)
A week
A month
2 months
3 months
4 months
5 months
6‐12 months
1 year
2 years
More than 2 years
13.0%
15.1%
18.6%
15.4%
11.9%
4.3%
12.8%
6.4%
1.4%
1.2%
13.6%
21.2%
19.7%
15.9%
13.6%
2.3%
9.1%
4.5%
0.0%
0.0%
12.7%
11.3%
17.8%
15.0%
10.8%
5.6%
15.0%
7.5%
2.3%
1.9%
19.4%
13.9%
30.6%
13.9%
11.1%
2.8%
5.6%
0.0%
2.8%
0.0%
27.1%
18.8%
12.5%
6.3%
18.8%
6.3%
10.4%
0.0%
0.0%
0.0%
18.6%
16.3%
27.9%
14.0%
7.0%
2.3%
9.3%
4.7%
0.0%
0.0%
9.6%
12.8%
17.0%
17.0%
17.0%
4.3%
12.8%
8.5%
0.0%
1.1%
6.5%
15.3%
15.3%
18.5%
7.3%
4.8%
16.9%
9.7%
3.2%
2.4%
10.9%
13.0%
19.0%
17.4%
13.6%
5.4%
12.0%
6.0%
1.1%
1.6%
15.5%
17.4%
18.0%
13.0%
9.9%
3.1%
13.7%
6.8%
1.9%
0.6%
10.2%
15.6%
18.9%
16.4%
11.6%
3.6%
14.2%
6.2%
1.8%
1.5%
24.3%
12.9%
17.1%
11.4%
12.9%
7.1%
7.1%
7.1%
0.0%
0.0%
C‐Q6 continued
Gender
All
4. Escape and Obstacles
A week
Male
8.0%
9.8%
Age (in years)
Female
5.3%
< 1 year
0.0%
Social Class
1 year
17.9%
2 years
14.0%
3 years
6.9%
4 ‐5 years
4.8%
ABC1
5.7%
Ethnicity
C2DE
10.6%
White
BME
7.7%
8.9%
185
Technology and Play
C-Q6. continued
(e.g. temple run)
A month
11.8%
10.6%
13.6%
23.1%
14.3%
12.0%
10.3%
10.2%
14.1%
9.0%
12.5%
8.9%
2 months
11.6%
13.0%
9.5%
15.4%
16.1%
10.0%
10.3%
10.8%
11.0%
12.2%
11.9%
10.1%
3 months
16.4%
14.6%
18.9%
23.1%
14.3%
24.0%
17.2%
13.2%
17.2%
15.4%
17.0%
13.9%
4 months
11.8%
11.0%
13.0%
15.4%
12.5%
12.0%
13.8%
9.6%
11.9%
11.7%
11.3%
13.9%
5 months
8.4%
9.3%
7.1%
0.0%
3.6%
8.0%
8.6%
11.4%
7.5%
9.6%
8.6%
7.6%
16.9%
15.4%
18.9%
7.7%
17.9%
12.0%
15.5%
20.4%
18.1%
15.4%
15.2%
24.1%
1 year
9.4%
10.6%
7.7%
11.5%
1.8%
4.0%
10.3%
12.6%
8.4%
10.6%
10.7%
3.8%
2 years
4.6%
5.3%
3.6%
3.8%
0.0%
2.0%
5.2%
6.6%
4.8%
4.3%
4.2%
6.3%
6‐12 months
More than 2 years
5. Sports (e.g. FIFA, Flick
Kick Rugby, Tiger Woods)
6. Basic Strategy (e.g.
Angry Birds)
1.2%
0.4%
2.4%
0.0%
1.8%
2.0%
1.7%
0.6%
1.3%
1.1%
0.9%
2.5%
A week
15.0%
15.1%
15.0%
22.2%
26.5%
17.6%
16.3%
7.5%
8.7%
21.6%
14.5%
16.7%
A month
11.7%
11.6%
11.7%
11.1%
17.6%
14.7%
10.2%
8.8%
12.5%
10.8%
12.5%
9.3%
2 months
19.4%
17.1%
25.0%
22.2%
17.6%
23.5%
22.4%
16.3%
18.3%
20.6%
21.1%
14.8%
3 months
12.6%
13.0%
11.7%
11.1%
8.8%
17.6%
8.2%
15.0%
13.5%
11.8%
13.2%
11.1%
4 months
11.2%
11.6%
10.0%
22.2%
11.8%
5.9%
14.3%
10.0%
11.5%
10.8%
11.8%
9.3%
5 months
7.8%
6.8%
10.0%
0.0%
5.9%
0.0%
8.2%
12.5%
8.7%
6.9%
6.6%
11.1%
6‐12 months
7.8%
9.6%
3.3%
0.0%
2.9%
8.8%
10.2%
8.8%
10.6%
4.9%
5.9%
13.0%
1 year
9.2%
9.6%
8.3%
11.1%
8.8%
8.8%
8.2%
10.0%
12.5%
5.9%
9.2%
9.3%
2 years
4.4%
4.8%
3.3%
0.0%
0.0%
2.9%
0.0%
10.0%
2.9%
5.9%
4.6%
3.7%
More than 2 years
1.0%
0.7%
1.7%
0.0%
0.0%
0.0%
2.0%
1.3%
1.0%
1.0%
0.7%
1.9%
A week
7.9%
7.8%
8.1%
18.2%
13.7%
9.5%
5.8%
5.6%
6.8%
9.2%
7.3%
10.8%
A month
12.3%
11.4%
13.7%
21.2%
17.8%
17.9%
10.9%
8.6%
14.5%
9.6%
12.0%
13.7%
2 months
14.3%
13.6%
15.4%
18.2%
21.9%
15.5%
14.6%
11.2%
13.0%
15.9%
14.6%
12.7%
3 months
13.3%
14.7%
11.1%
9.1%
11.0%
16.7%
14.6%
12.7%
10.8%
16.2%
13.6%
11.8%
4 months
10.1%
10.0%
10.3%
12.1%
16.4%
14.3%
8.8%
7.5%
7.7%
12.9%
9.3%
13.7%
9.8%
5 months
7.4%
6.6%
8.5%
3.0%
2.7%
4.8%
9.5%
9.0%
10.8%
3.3%
6.9%
6‐12 months
16.3%
15.5%
17.5%
3.0%
8.2%
14.3%
18.2%
19.8%
15.7%
17.0%
17.8%
8.8%
1 year
11.6%
13.9%
8.1%
6.1%
4.1%
4.8%
10.2%
17.2%
12.3%
10.7%
12.4%
7.8%
2 years
5.5%
5.5%
5.6%
9.1%
1.4%
1.2%
6.6%
7.1%
6.5%
4.4%
5.1%
7.8%
More than 2 years
1.3%
1.1%
1.7%
0.0%
2.7%
1.2%
0.7%
1.5%
1.9%
0.7%
1.0%
2.9%
186
Technology and Play
C-Q6. continued
CQ‐6 continued
Gender
All
7. Creating virtual worlds
(e.g. Minecraft)
< 1 year
Social Class
1 year
2 years
3 years
4 ‐5 years
ABC1
Ethnicity
C2DE
White
BME
9.5%
10.1%
8.3%
17.9%
21.2%
10.8%
7.3%
4.3%
8.5%
10.8%
8.5%
13.6%
A month
13.9%
13.8%
14.2%
21.4%
17.3%
13.5%
9.8%
13.8%
10.6%
18.2%
14.8%
10.6%
2 months
13.4%
12.9%
14.2%
10.7%
13.5%
21.6%
12.2%
12.3%
15.9%
10.1%
14.4%
9.1%
3 months
17.8%
19.8%
14.2%
14.3%
11.5%
21.6%
13.4%
22.5%
17.5%
18.2%
17.0%
21.2%
4 months
12.8%
11.5%
15.0%
17.9%
11.5%
5.4%
17.1%
11.6%
14.8%
10.1%
12.5%
13.6%
5 months
10.1%
8.8%
12.5%
0.0%
13.5%
10.8%
14.6%
8.0%
9.5%
10.8%
10.0%
10.6%
6‐12 months
12.8%
11.5%
15.0%
7.1%
3.8%
8.1%
13.4%
18.1%
13.8%
11.5%
13.7%
9.1%
6.5%
9.2%
1.7%
7.1%
3.8%
2.7%
8.5%
7.2%
6.9%
6.1%
6.3%
7.6%
2 years
2.4%
1.8%
3.3%
3.6%
1.9%
5.4%
1.2%
2.2%
1.6%
3.4%
2.2%
3.0%
More than 2 years
0.9%
0.5%
1.7%
0.0%
1.9%
0.0%
2.4%
0.0%
1.1%
0.7%
0.7%
1.5%
A week
7.8%
9.6%
5.9%
14.0%
12.1%
7.1%
6.3%
6.3%
5.2%
10.6%
6.6%
14.0%
A month
11.0%
11.4%
10.5%
16.3%
17.6%
11.1%
12.0%
6.3%
9.5%
12.6%
9.9%
17.0%
2 months
14.9%
14.7%
15.2%
23.3%
20.9%
23.8%
11.4%
8.6%
16.4%
13.2%
15.1%
14.0%
3 months
14.9%
13.8%
16.1%
25.6%
20.9%
15.9%
13.7%
10.8%
15.6%
14.2%
15.1%
14.0%
4 months
11.4%
11.4%
11.5%
4.7%
16.5%
9.5%
9.1%
13.5%
11.8%
11.0%
11.5%
11.0%
5 months
9. Audio play/ musical
play/ (e.g. nursery rhymes,
keyboards)
Age (in years)
Female
A week
1 year
8. Nurture and mimics
(e.g. My Horse, Talking
Tom, Pou, Toca Pet
Doctor)
Male
5.6%
6.6%
4.6%
7.0%
4.4%
4.8%
5.7%
6.3%
4.9%
6.5%
5.7%
5.0%
6‐12 months
16.0%
14.1%
18.0%
7.0%
4.4%
16.7%
20.0%
18.9%
15.9%
16.1%
16.9%
11.0%
1 year
12.5%
12.3%
12.7%
0.0%
2.2%
7.1%
16.0%
19.4%
13.5%
11.3%
12.9%
10.0%
2 years
4.6%
5.4%
3.7%
2.3%
1.1%
3.2%
4.0%
7.7%
6.1%
2.9%
5.0%
2.0%
More than 2 years
1.4%
0.9%
1.9%
0.0%
0.0%
0.8%
1.7%
2.3%
1.2%
1.6%
1.3%
2.0%
A week
6.1%
6.6%
5.7%
10.1%
9.8%
5.2%
5.7%
3.4%
3.8%
9.0%
5.6%
9.0%
A month
9.6%
9.2%
9.9%
19.1%
14.9%
8.2%
5.4%
7.9%
8.9%
10.5%
10.0%
7.9%
2 months
13.8%
15.8%
12.0%
20.2%
18.0%
15.9%
12.6%
7.9%
14.5%
13.0%
14.5%
10.7%
3 months
18.4%
18.6%
18.2%
24.7%
27.8%
17.2%
15.3%
13.5%
18.1%
18.8%
18.8%
16.9%
4 months
8.9%
8.0%
9.8%
6.7%
7.2%
9.5%
8.8%
10.5%
8.4%
9.6%
8.8%
9.6%
5 months
7.9%
8.0%
7.7%
3.4%
6.2%
12.1%
8.4%
6.4%
7.3%
8.5%
6.8%
12.9%
6‐12 months
14.8%
14.2%
15.3%
9.0%
8.8%
19.8%
14.9%
16.5%
16.7%
12.4%
15.6%
10.7%
1 year
12.8%
12.0%
13.4%
4.5%
5.7%
7.8%
20.3%
17.7%
13.2%
12.2%
12.6%
13.5%
2 years
5.8%
6.0%
5.5%
1.1%
0.5%
3.4%
5.7%
13.2%
7.0%
4.3%
5.7%
6.2%
More than 2 years
1.9%
1.4%
2.4%
1.1%
1.0%
0.9%
2.7%
3.0%
2.1%
1.7%
1.7%
2.8%
187
Technology and Play
C-Q6. continued
CQ‐6 continued
Gender
All
10. Visual play/ drawing/
colouring in (e.g. Draw;
Faces iMake HD)
11. Video apps (e.g.
YouTube)
12. Story apps/ interactive
books (e.g. Nighty Night,
Cinderella)
Male
Age (in years)
Female
< 1 year
Social Class
1 year
2 years
3 years
4 ‐5 years
ABC1
Ethnicity
C2DE
White
BME
A week
6.7%
7.7%
5.8%
22.0%
10.1%
7.3%
4.9%
3.6%
3.9%
10.2%
6.0%
10.7%
A month
9.9%
10.6%
9.4%
16.9%
18.1%
11.4%
8.4%
5.5%
10.8%
8.8%
9.0%
15.3%
2 months
13.9%
14.1%
13.7%
13.6%
18.1%
23.8%
10.8%
8.8%
13.8%
13.9%
14.8%
8.7%
3 months
15.7%
17.6%
14.0%
25.4%
20.1%
13.5%
16.0%
13.1%
13.5%
18.5%
15.9%
14.7%
4 months
10.2%
9.3%
11.0%
8.5%
14.1%
8.8%
8.7%
10.9%
10.8%
9.5%
9.9%
12.0%
5 months
7.9%
7.0%
8.6%
1.7%
6.7%
8.3%
8.4%
8.8%
7.6%
8.2%
7.5%
10.0%
6‐12 months
14.4%
13.3%
15.4%
6.8%
7.4%
15.0%
17.8%
15.5%
15.4%
13.0%
15.0%
10.7%
1 year
13.5%
12.8%
14.0%
1.7%
3.4%
9.8%
17.4%
18.8%
16.1%
10.2%
14.1%
10.0%
2 years
5.8%
5.4%
6.2%
1.7%
0.7%
1.6%
5.9%
11.2%
5.3%
6.4%
5.9%
5.3%
More than 2 years
2.1%
2.3%
1.9%
1.7%
1.3%
0.5%
1.7%
3.6%
2.7%
1.3%
2.0%
2.7%
A week
6.2%
6.5%
6.0%
5.3%
12.6%
5.9%
4.6%
4.9%
5.5%
7.2%
5.8%
8.0%
A month
8.1%
9.1%
7.1%
18.4%
9.8%
7.6%
7.5%
5.2%
7.4%
9.0%
8.0%
8.6%
2 months
11.8%
13.2%
10.4%
19.7%
16.8%
11.4%
10.8%
8.2%
10.3%
13.9%
12.3%
9.8%
3 months
15.0%
14.0%
16.0%
18.4%
22.4%
14.6%
10.8%
14.2%
14.9%
15.2%
15.6%
12.6%
4 months
9.5%
10.6%
8.4%
11.8%
14.7%
8.1%
7.5%
9.0%
9.9%
9.0%
9.7%
8.6%
5 months
8.5%
7.8%
9.3%
5.3%
6.3%
9.7%
8.7%
9.7%
9.0%
8.0%
7.3%
13.8%
6‐12 months
20.0%
19.0%
21.1%
13.2%
14.0%
23.2%
24.5%
19.0%
22.5%
16.7%
20.7%
17.2%
1 year
13.3%
12.3%
14.2%
2.6%
1.4%
13.0%
17.0%
19.4%
13.7%
12.6%
13.7%
11.5%
2 years
5.1%
5.4%
4.9%
2.6%
0.7%
4.9%
6.2%
7.5%
4.6%
5.9%
4.9%
6.3%
More than 2 years
2.3%
2.2%
2.4%
2.6%
1.4%
1.6%
2.5%
3.0%
2.1%
2.6%
2.0%
3.4%
A week
6.6%
7.8%
5.6%
10.8%
10.2%
5.8%
5.7%
5.1%
4.2%
9.9%
5.8%
10.9%
A month
9.3%
10.6%
8.2%
23.1%
15.6%
11.0%
6.1%
4.3%
9.5%
9.0%
8.6%
13.0%
2 months
16.4%
17.6%
15.4%
18.5%
21.1%
17.4%
17.0%
12.5%
16.3%
16.6%
17.7%
10.1%
3 months
15.8%
16.3%
15.4%
16.9%
19.5%
20.0%
13.2%
13.3%
15.9%
15.7%
16.1%
14.5%
4 months
11.3%
11.4%
11.2%
15.4%
12.5%
10.3%
13.2%
8.6%
11.2%
11.4%
11.2%
11.6%
5 months
7.5%
8.3%
6.8%
4.6%
7.0%
9.0%
8.5%
6.7%
7.4%
7.6%
6.5%
12.3%
6‐12 months
15.8%
12.7%
18.6%
3.1%
9.4%
17.4%
17.0%
20.4%
16.7%
14.6%
16.0%
15.2%
1 year
10.1%
7.8%
12.1%
4.6%
2.3%
6.5%
13.7%
14.5%
10.6%
9.3%
10.6%
7.2%
2 years
4.4%
5.2%
3.7%
1.5%
0.8%
1.9%
2.8%
9.8%
5.1%
3.5%
5.2%
0.7%
More than 2 years
2.7%
2.3%
3.0%
1.5%
1.6%
0.6%
2.8%
4.7%
3.0%
2.3%
2.4%
4.3%
188
Technology and Play
C-Q6. continued
CQ‐6 continued
Gender
All
13. Role play (e.g. Princess
Dress‐Up; Pet Shop)
14. Creative
production (e.g. First
Camera, Video Star)
Age (in years)
Female
< 1 year
Social Class
1 year
2 years
3 years
4 ‐5 years
ABC1
Ethnicity
C2DE
White
BME
A week
7.8%
12.4%
5.0%
14.0%
12.8%
7.8%
7.6%
5.0%
5.3%
10.8%
7.2%
10.8%
A month
11.1%
10.3%
11.6%
14.0%
20.5%
11.8%
7.1%
10.0%
13.1%
8.7%
11.1%
10.8%
2 months
13.8%
16.2%
12.4%
25.6%
14.1%
22.5%
8.8%
11.3%
14.2%
13.4%
13.3%
16.7%
3 months
14.3%
15.4%
13.7%
18.6%
17.9%
16.7%
13.5%
11.8%
16.0%
12.3%
14.5%
13.7%
4 months
11.1%
10.3%
11.6%
11.6%
11.5%
11.8%
14.1%
8.1%
8.3%
14.4%
11.1%
10.8%
5 months
7.8%
7.3%
8.2%
4.7%
9.0%
3.9%
12.4%
6.3%
8.0%
7.6%
8.0%
6.9%
6‐12 months
17.8%
14.5%
19.7%
7.0%
10.3%
14.7%
20.0%
22.2%
18.7%
16.6%
18.0%
16.7%
1 year
10.4%
9.0%
11.3%
2.3%
2.6%
5.9%
12.4%
15.4%
10.4%
10.5%
11.1%
6.9%
2 years
4.2%
3.0%
5.0%
2.3%
0.0%
4.9%
2.4%
7.2%
3.6%
5.1%
4.3%
3.9%
More than 2 years
1.6%
1.7%
1.6%
0.0%
1.3%
0.0%
1.8%
2.7%
2.4%
0.7%
1.4%
2.9%
A week
8.2%
10.0%
6.2%
7.7%
15.9%
7.2%
6.4%
6.6%
6.4%
10.3%
7.1%
13.0%
A month
11.9%
12.4%
11.2%
19.2%
9.5%
13.0%
11.0%
11.6%
11.3%
12.4%
11.6%
13.0%
2 months
18.0%
19.5%
16.3%
15.4%
30.2%
27.5%
13.8%
10.7%
19.7%
16.2%
19.0%
14.3%
3 months
13.4%
12.9%
14.0%
11.5%
4.8%
15.9%
15.6%
14.9%
14.3%
12.4%
14.1%
10.4%
4 months
14.2%
14.3%
14.0%
11.5%
12.7%
8.7%
21.1%
12.4%
14.8%
13.5%
13.2%
18.2%
5 months
8.8%
9.0%
8.4%
23.1%
7.9%
11.6%
5.5%
7.4%
8.4%
9.2%
9.0%
7.8%
11.6%
10.0%
13.5%
7.7%
9.5%
8.7%
11.9%
14.9%
11.3%
11.9%
12.2%
9.1%
1 year
9.5%
8.1%
11.2%
3.8%
6.3%
2.9%
10.1%
15.7%
9.9%
9.2%
10.3%
6.5%
2 years
3.1%
2.9%
3.4%
0.0%
0.0%
4.3%
2.8%
5.0%
2.0%
4.3%
2.6%
5.2%
More than 2 years
1.3%
1.0%
1.7%
0.0%
3.2%
0.0%
1.8%
0.8%
2.0%
0.5%
1.0%
2.6%
12.1%
12.0%
12.3%
19.0%
11.1%
16.7%
9.3%
10.4%
8.6%
16.2%
10.8%
16.7%
6‐12 months
15. Augmented
reality (e.g. Mattel
Apptivity apps; ColAR Mix;
AR Flashcards)
Male
A week
A month
10.5%
11.3%
9.4%
23.8%
15.6%
9.5%
1.9%
10.4%
12.5%
8.1%
10.8%
9.3%
2 months
15.1%
13.5%
17.0%
19.0%
20.0%
26.2%
5.6%
11.7%
18.0%
11.7%
15.1%
14.8%
3 months
13.4%
12.8%
14.2%
4.8%
15.6%
19.0%
9.3%
14.3%
14.8%
11.7%
14.1%
11.1%
4 months
14.6%
15.8%
13.2%
28.6%
20.0%
11.9%
14.8%
9.1%
14.1%
15.3%
13.5%
18.5%
5 months
11.3%
10.5%
12.3%
4.8%
6.7%
7.1%
9.3%
19.5%
11.7%
10.8%
9.7%
16.7%
6‐12 months
13.0%
12.8%
13.2%
0.0%
6.7%
7.1%
29.6%
11.7%
10.2%
16.2%
13.5%
11.1%
1 year
5.9%
7.5%
3.8%
0.0%
0.0%
2.4%
9.3%
10.4%
4.7%
7.2%
7.6%
0.0%
2 years
2.1%
1.5%
2.8%
0.0%
0.0%
0.0%
7.4%
1.3%
3.1%
0.9%
2.7%
0.0%
More than 2 years
2.1%
2.3%
1.9%
0.0%
4.4%
0.0%
3.7%
1.3%
2.3%
1.8%
2.2%
1.9%
189
Technology and Play
C-Q7. Please write your child’s favourite five apps at this moment in time? (10 most frequently mentioned apps listed below)
Notes: Percentages out of complete dataset (or demographic subset), e.g. 18.8% of respondents listed YouTube as one of their child’s favourite five apps.
Statistical significant associations between app preferences (in child’s favourite five apps or not) and demographic group noted in corresponding cells.
Notes: Percentages out of complete dataset (or demographic subset), e.g. 18.8% of respondents listed YouTube as one of their child’s favourite five apps. Statistical
significant associations between app preferences (in child’s favourite five apps or not) and demographic group noted in corresponding cells.
Gender
Male
All
Female
Age
Under 1
1 year
2 years
3 years
4 to 5
Social Class
ABC1
Ethnicity
White
C2DE
BME
Youtube
18.8%
18.4%
19.2%
18.4%
16.3%
21.1%
22.3%
15.8%
18.2%
19.5%
18.4%
20.6%
Cbeebies apps
16.7%
15.5%
17.8%
13.5%
14.0%
19.6%
19.1%
15.1%
17.6%
15.3%
**18.4%
**7.1%
Angry Birds
12.6%
14.4%
10.7%
**8.1%
**6.9%
**7.4%
**13.5%
**20.4%
13.2%
11.7%
12.8%
11.6%
Peppa's Paintbox
10.5%
*8.6%
*12.6%
8.1%
9.2%
12.0%
12.2%
9.6%
10.4%
10.6%
11.0%
7.7%
Talking Tom Cat (and similar)
8.8%
8.2%
9.4%
8.1%
7.4%
8.4%
8.8%
10.0%
**6.4%
**12.2%
8.6%
9.4%
Temple Run
5.5%
6.3%
4.6%
**2.2%
**2.0%
**3.3%
**8.4%
**7.9%
5.1%
6.1%
5.3%
6.5%
Minecraft
4.7%
5.7%
3.5%
**2.7%
**1.7%
**2.4%
**4.1%
**9.1%
4.9%
4.3%
5.1%
2.3%
Disney apps
4.0%
3.1%
4.9%
4.9%
2.0%
4.5%
4.1%
4.5%
4.1%
3.9%
4.4%
1.9%
Candy Crush Saga
2.8%
3.4%
2.2%
3.8%
2.3%
3.1%
1.5%
3.6%
2.6%
3.0%
2.6%
3.9%
TOCA games
2.3%
2.1%
2.4%
0.5%
1.1%
3.1%
2.4%
2.7%
2.8%
1.5%
2.2%
2.3%
190
Technology and Play
C-Q8. Thinking of the last app your child discovered, which of these ways influenced the way they found out about it?
Please rank in order of importance if there was more than one influence
Notes: Percentage of respondents within each demographic group listing each option in their top 3 ranked in order of importance.
E.g. 13.2% of respondents answering in relation to a male child felt that TV adverts were one of the top 3 influences for their child’s last app discovery.
Notes: Percentage of respondents within each demographic group listing each option in their top 3 ranked in order of importance. E.g. 13.2% of respondents answering in
relation to a male child felt that TV adverts were one of the top 3 influences for their child’s last app discovery.
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
Through TV adverts
12.9%
13.2%
12.5%
13.0%
13.2%
12.7%
12.0%
13.4%
11.8%
14.4%
12.3%
15.8%
Through in‐app adverts
16.0%
15.1%
17.0%
**12.4%
**13.2%
**10.8%
**17.6%
**21.3%
14.6%
18.0%
16.0%
15.8%
4.7%
5.7%
3.5%
8.1%
5.7%
3.1%
5.2%
3.6%
*3.6%
*6.2%
4.5%
5.5%
6.1%
Through other mobile adverts e.g. text
messages
At a cinema
4.5%
5.1%
3.9%
7.0%
6.0%
4.5%
4.1%
3.1%
4.7%
4.3%
4.2%
Through social media
9.1%
10.2%
7.9%
12.4%
10.6%
10.5%
6.9%
7.9%
8.0%
10.7%
9.1%
9.4%
Online blogs or forums
7.4%
8.5%
6.3%
11.9%
9.2%
8.4%
5.2%
6.0%
*8.8%
*5.4%
7.3%
8.1%
Online video platforms such as YouTube
11.5%
11.0%
11.9%
11.9%
11.2%
10.3%
13.3%
10.8%
9.9%
13.6%
*10.6%
*16.1%
On other websites
11.6%
11.7%
11.5%
9.2%
10.6%
10.8%
12.2%
13.1%
10.8%
12.8%
11.1%
14.2%
5.4%
5.7%
5.0%
7.0%
7.4%
4.8%
4.3%
5.0%
5.3%
5.5%
5.0%
7.7%
Through friends
22.1%
20.9%
23.4%
20.5%
22.3%
23.2%
18.9%
24.2%
22.5%
21.6%
22.5%
20.0%
Through parents
24.2%
24.1%
24.2%
20.0%
23.2%
28.0%
24.7%
22.9%
23.4%
25.2%
24.2%
23.9%
Through other adults
13.9%
14.1%
13.6%
13.5%
14.6%
14.4%
13.3%
13.6%
15.5%
11.4%
14.0%
12.9%
Through brothers or sisters
18.9%
20.6%
17.0%
13.0%
16.3%
18.9%
20.8%
20.6%
17.8%
20.3%
18.6%
20.0%
In magazines
C‐Q8 continued
Through viral videos
Through outdoor advertising e.g.
billboards, posters
Through a celebrity
Searching the Apple app store or
Google Play
General word of mouth
Articles in the newspaper
Schools/Nursery/Playgroups
Other
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
4.9%
5.7%
3.9%
7.0%
5.2%
3.6%
5.6%
4.3%
4.4%
5.5%
4.3%
7.7%
3.5%
4.1%
2.9%
3.2%
4.9%
2.4%
3.9%
3.3%
3.3%
3.8%
3.1%
5.5%
2.7%
3.2%
2.2%
4.9%
2.9%
2.6%
2.6%
2.1%
2.8%
2.6%
2.3%
4.8%
36.8%
34.7%
38.9%
29.2%
34.4%
37.3%
40.8%
36.9%
37.9%
35.1%
*38.0%
*29.7%
17.8%
17.5%
18.1%
18.9%
16.9%
18.2%
17.2%
18.2%
19.1%
16.0%
18.1%
16.1%
4.6%
4.4%
4.7%
7.6%
5.4%
4.5%
3.6%
3.8%
5.2%
3.7%
4.3%
6.1%
18.5%
17.2%
19.8%
21.1%
18.1%
16.5%
18.9%
18.9%
18.4%
18.5%
17.6%
22.9%
3.9%
3.6%
4.2%
4.9%
4.6%
4.5%
3.2%
3.3%
4.2%
3.5%
4.0%
3.2%
“all” colum
second row
Have also
where pos
191
Technology and Play
C-Q9. Rank order in importance the following features of apps that you look for when choosing for your child
Notes: Percentages of participants (within each demographic group) who ranked each feature in the top 3 of those looked for when choosing apps for their child.
Notes: Percentages of participants (within each demographic group) who ranked each feature in the top 3 of those looked for when choosing apps for their child.
All
Male
Female
Under 1
1 year
2 years
3 years
4 to 5
ABC1
C2DE
White
BME
Educational
75.2%
*72.7%
*77.9%
70.3%
73.6%
75.6%
77.7%
75.4%
76.4%
73.4%
75.9%
71.6%
Fun
80.1%
80.7%
79.4%
77.8%
75.6%
80.4%
81.1%
82.3%
78.5%
82.3%
80.8%
76.1%
Easy to use
61.6%
60.1%
63.2%
**53.0%
**59.0%
**70.3%
**56.9%
**63.4%
62.0%
61.0%
62.5%
56.8%
Instructions for parents included
16.6%
*19.0%
*14.0%
22.2%
16.6%
12.9%
19.3%
15.1%
15.6%
17.9%
*15.6%
*21.6%
25.2%
Parental controls
25.9%
25.2%
26.6%
24.3%
21.2%
25.4%
29.4%
26.6%
26.0%
25.7%
26.0%
Colourful/ attractive to look at
21.6%
21.9%
21.2%
**28.1%
**29.8%
**19.1%
**20.0%
**17.5%
22.9%
19.6%
21.1%
24.2%
Games
8.5%
9.7%
7.1%
6.5%
8.0%
6.9%
8.2%
10.7%
8.1%
9.0%
7.9%
11.3%
Videos
5.9%
6.4%
5.5%
*9.2%
*9.2%
*4.8%
*4.3%
*5.2%
5.9%
6.1%
5.5%
8.4%
Stories
4.8%
4.5%
5.1%
8.6%
6.9%
4.5%
3.2%
3.8%
4.7%
4.9%
4.8%
4.8%
C-Q10. To what extent does your child influence the decision to download an app?
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a child of 0 – 2 years old, 44.0% decide which apps their child will
download, 29.9% mostly decide with some input from the child etc. Statistically significant relationships between responses and demographic group noted in column
headers.
All
All my decision
Mostly my decision with some input from my
child
A joint decision
Mostly my child’s decision with some input from
me
All my child’s decision
33.0%
Gender
Male
31.5%
Female
34.6%
Age**.137
Under 1
47.0%
1 year
46.7%
2 years
40.4%
3 years
28.1%
4 to 5
18.9%
Social Class**.118
ABC1
C2DE
35.7%
29.1%
Ethnicity
White
32.9%
BME
33.5%
29.9%
29.6%
30.2%
20.5%
22.3%
33.7%
33.7%
31.6%
30.7%
28.7%
30.9%
24.5%
21.5%
21.7%
21.2%
18.9%
16.0%
17.2%
22.5%
27.7%
21.2%
21.8%
20.5%
26.5%
11.1%
12.5%
9.5%
8.6%
8.3%
6.0%
11.4%
16.8%
8.4%
14.9%
11.4%
9.0%
4.6%
4.7%
4.5%
4.9%
6.6%
2.6%
4.3%
5.0%
4.0%
5.5%
4.3%
6.5%
192
Technology and Play
C-Q11. What are your motivations for downloading an app/apps for your child?
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 33.2% download an app as a reward for achievement/good
behaviour. Participants may select multiple motivations hence percentages sum to over 100%. Statistical tests for significance of associations between demographic group and
selecting each motivation (yes/no) noted within cells
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 33.2% download an app as a reward for achievement/good
behaviour. Participants may select multiple motivations hence percentages sum to over 100%. Statistical tests for significance of associations between demographic group
and selecting each motivation (yes/no) noted within cells.
Gender
Male
All
Female
Age
Under 1
1 year
2 years
3 years
4 to 5
Social Class
ABC1
C2DE
Ethnicity
White
BME
As a reward for achievement/good behaviour
30.8%
33.2%
28.2%
**24.3%
**20.6%
**26.1%
**38.6%
**36.1%
29.3%
33.0%
30.9%
30.3%
A gift/present
14.5%
14.3%
14.6%
17.3%
13.5%
11.5%
17.0%
14.3%
13.8%
15.3%
**13.1%
**21.9%
59.0%
To support their learning
61.9%
59.7%
64.2%
55.7%
57.3%
62.7%
66.3%
62.4%
62.5%
60.9%
62.4%
To encourage play and creativity
61.6%
*58.6%
*64.8%
**51.9%
**54.4%
**62.2%
**63.7%
**66.8%
63.9%
58.3%
62.4%
57.1%
To satisfy an interest/passion
28.3%
29.4%
27.1%
25.9%
24.9%
27.3%
31.5%
29.2%
29.3%
26.8%
28.3%
28.4%
29.0%
*26.4%
*31.7%
25.4%
26.4%
31.3%
28.5%
30.4%
29.3%
28.6%
29.2%
27.7%
27.3%
26.9%
27.7%
*25.4%
*22.6%
*23.2%
*29.2%
*32.1%
26.4%
28.6%
27.3%
27.4%
12.6%
14.2%
10.9%
11.4%
10.6%
10.3%
16.3%
12.9%
12.0%
13.4%
11.8%
16.8%
Another way to interact with a character from
TV, book
Prefer them to use apps rather than web
browser
They have completed all the other apps they use
193
Technology and Play
C-Q12. What are the main barriers to the downloading of apps for your children on tablets?
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 14.1% feel that one of the main barriers to the downloading of apps for
their children on tables is that they are not as educational as alternatives such as books. Participants may select multiple motivations hence percentages sum to over 100%. Statistical
tests for significance of associations between demographic group and selecting each motivation (yes/no) noted within cells.
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 14.1% feel that one of the main barriers to the downloading of
apps for their children on tables is that they are not as educational as alternatives such as books. Participants may select multiple motivations hence percentages sum to
over 100%. Statistical tests for significance of associations between demographic group and selecting each motivation (yes/no) noted within cells.
Gender
Male
All
They are not as educational as alternatives such
as books
Too much screen time
13.8%
14.1%
Female
13.5%
Age
Under 1
16.2%
1 year
11.5%
2 years
13.6%
3 years
12.9%
4 to 5
Social Class
ABC1
Ethnicity
White
C2DE
BME
15.3%
14.5%
12.8%
13.6%
14.8%
28.2%
28.2%
28.1%
31.9%
25.8%
29.2%
31.8%
24.7%
**31.4%
**23.5%
28.6%
25.5%
Poor value for money
22.4%
22.9%
21.7%
21.1%
20.6%
25.1%
21.5%
22.5%
22.9%
21.6%
23.1%
18.1%
My child might get bored of them quickly
19.4%
19.2%
19.6%
19.5%
17.8%
17.2%
20.4%
21.1%
18.4%
20.8%
18.5%
24.5%
6.5%
6.5%
6.4%
9.7%
4.3%
6.0%
6.9%
6.7%
6.6%
6.2%
**5.6%
**11.0%
We cannot find our favourite characters and
shows
We don’t know whether it is suitable for my child
26.6%
26.5%
26.7%
24.3%
20.9%
26.3%
29.8%
28.4%
27.0%
26.1%
27.5%
21.9%
We have a free version of the app already
15.1%
14.5%
15.8%
13.5%
13.8%
13.6%
17.6%
15.5%
14.6%
15.8%
15.0%
15.8%
Worry about in‐app payment
34.1%
32.2%
36.0%
28.1%
28.1%
35.4%
35.2%
37.6%
34.3%
33.7%
*35.5%
*26.1%
Not knowing whether it’s good quality or not
28.8%
28.8%
28.8%
25.4%
25.8%
28.9%
31.8%
29.2%
*31.0%
*25.6%
29.4%
25.5%
Too expensive
35.2%
34.0%
36.5%
*35.1%
*27.5%
*35.4%
*35.0%
*39.9%
34.8%
35.8%
*36.5%
*28.1%
24.8%
23.9%
25.7%
20.0%
20.6%
23.4%
25.1%
29.6%
*27.1%
*21.6%
25.6%
20.3%
25.9%
23.8%
28.0%
23.2%
26.6%
24.6%
26.4%
26.6%
26.5%
24.8%
26.7%
21.0%
If the app requires a subscription rather than a
one‐off payment
Advertising
Not enough content
12.8%
12.2%
13.3%
15.1%
14.3%
12.0%
12.9%
11.5%
13.4%
11.8%
12.0%
17.1%
I find it hard to find the right stuff
13.9%
13.4%
14.3%
17.8%
12.6%
12.4%
13.3%
14.8%
13.2%
14.7%
*13.0%
*18.7%
Don’t feel digital is the right place for children to
learn
Length of time to cancel subscription
7.7%
7.7%
7.7%
9.7%
8.3%
7.2%
7.3%
7.4%
8.0%
7.3%
7.2%
10.6%
9.8%
10.2%
9.3%
13.0%
10.6%
9.8%
6.9%
10.5%
9.8%
9.6%
9.2%
12.6%
None of these
7.1%
6.7%
7.5%
7.0%
4.9%
9.8%
6.0%
7.4%
6.1%
8.5%
7.2%
6.5%
194
Technology and Play
SECTION D: CHILD’S USE OF TABLETS
Section D: Child’s use of D-Q1.
tablets
We want to understand how comfortable your child is using a tablet.
Notes: Percentages out of each combination of demographic group and action type, e.g. out of those responding in relation to a male child, 52% say their child is able to turn their
device on
and off
unassisted,out
27.3%
say that
their child requires
some assistance
andaction
20.6%type,
say that
us unable
to do this
or is unaware
of such
functionality.
Notes:
Percentages
of each
combination
of demographic
group and
e.g.their
outchild
of those
responding
in relation
to a male
child,
52% sayStatistically
their
significant
associations
between
competence
in
each
skill
and
demographic
group
are
noted
within
cells.
child is able to turn their device on and off unassisted, 27.3% say that their child requires some assistance and 20.6% say that their child us unable to do this
or is unaware of such functionality. Statistically significant associations between competence in each skill and demographic group are noted within cells.
Gender
All
Turn the device off and on
Is able to do unassisted
Needs some assistance
Unlock the device
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Open their apps
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Use gaming apps
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Use reading apps
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Use video apps
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Use learning apps
Is unable to do / unaware
of
Is able to do unassisted
53.9%
Male
52.1%
Age (in years)
Female
55.9%
Social Class
< 1 year
1 year
2 years
3 years
4 to 5
**32.4%
**34.7%
**49.0%
**59.9%
**71.1%
ABC1
51.7%
Ethnicity
C2DE
57.1%
White
*54.4%
BME
*51.3%
25.8%
27.3%
24.1%
**23.8%
**29.8%
**27.0%
**27.7%
**21.5%
26.7%
24.4%
*24.4%
*33.2%
20.3%
20.6%
20.0%
**43.8%
**35.5%
**23.9%
**12.4%
**7.4%
21.5%
18.5%
*21.2%
*15.5%
48.4%
*48.7%
*48.2%
**29.2%
**33.8%
**44.0%
**55.2%
**61.2%
*45.8%
*52.3%
*49.4%
*43.2%
26.4%
*28.8%
*23.8%
**23.2%
**30.7%
**26.8%
**27.0%
**23.9%
*26.6%
*25.9%
*25.0%
*33.5%
25.2%
*22.5%
*28.0%
**47.6%
**35.5%
**29.2%
**17.8%
**14.9%
*27.6%
*21.8%
*25.6%
*23.2%
60.2%
58.7%
61.8%
**31.4%
**38.4%
**54.3%
**71.5%
**77.7%
58.8%
62.2%
**61.8%
**51.6%
24.1%
25.5%
22.7%
**21.6%
**33.2%
**29.4%
**21.7%
**17.5%
24.8%
23.1%
**22.2%
**34.2%
15.7%
15.8%
15.6%
**47.0%
**28.4%
**16.3%
**6.9%
**4.8%
16.5%
14.6%
**16.0%
**14.2%
42.7%
44.5%
40.7%
**27.6%
**22.3%
**33.0%
**50.9%
**60.0%
*39.6%
*47.0%
43.3%
39.4%
33.3%
32.9%
33.7%
**29.2%
**36.4%
**37.8%
**32.8%
**29.9%
*33.9%
*32.4%
32.2%
39.4%
24.1%
22.5%
25.6%
**43.2%
**41.3%
**29.2%
**16.3%
**10.1%
*26.5%
*20.6%
24.6%
21.3%
29.6%
29.2%
30.1%
**20.0%
**15.2%
**19.6%
**31.8%
**46.7%
29.6%
29.6%
28.7%
34.5%
38.5%
39.4%
37.5%
**28.1%
**35.8%
**40.2%
**41.6%
**39.5%
36.5%
41.3%
38.3%
39.0%
32.0%
31.5%
32.4%
**51.9%
**49.0%
**40.2%
**26.6%
**13.7%
33.9%
29.1%
33.0%
26.5%
34.8%
34.6%
34.9%
**25.9%
**17.2%
**30.6%
**41.6%
**45.5%
34.8%
34.7%
34.1%
38.4%
34.5%
36.6%
32.2%
**25.4%
**38.7%
**35.6%
**34.8%
**33.8%
33.6%
35.8%
34.0%
37.4%
30.8%
28.8%
32.9%
**48.6%
**44.1%
**33.7%
**23.6%
**20.6%
31.6%
29.5%
32.0%
24.2%
49.3%
50.0%
48.6%
**27.6%
**27.5%
**39.2%
**59.0%
**68.7%
47.8%
51.4%
50.0%
45.5%
Needs some assistance
36.6%
36.8%
36.4%
**30.8%
**48.4%
**45.9%
**33.3%
**27.3%
37.2%
35.8%
35.7%
41.3%
Is unable to do / unaware
of
14.1%
13.2%
15.0%
**41.6%
**24.1%
**14.8%
**7.7%
**4.0%
15.0%
12.8%
14.3%
13.2%
195
Technology and Play
Gender
All
Use creativity apps
Is able to do unassisted
Needs some assistance
Find new apps in the app‐
store / market place
Purchase new apps in the
app‐store / market place
Click on a cross in a box to
get rid of a pop‐up
Take photos
Make videos
Draw things
45.9%
Female
48.9%
Social Class
< 1 year
1 year
2 years
3 years
4 to 5
**24.3%
**26.4%
**40.0%
**54.1%
**67.2%
ABC1
46.5%
Ethnicity
C2DE
48.6%
White
48.5%
BME
41.0%
35.9%
37.8%
33.8%
**36.8%
**45.0%
**41.4%
**35.0%
**26.8%
36.0%
35.7%
34.7%
41.9%
Is unable to do / unaware
of
Is able to do unassisted
16.8%
16.3%
17.3%
**38.9%
**28.7%
**18.7%
**10.9%
**6.0%
17.6%
15.7%
16.7%
17.1%
19.2%
**22.5%
**15.7%
**18.4%
**11.7%
**13.9%
**20.2%
**27.0%
*17.0%
*22.4%
**18.2%
**24.5%
Needs some assistance
27.4%
**27.6%
**27.2%
**22.2%
**26.6%
**21.8%
**29.4%
**32.0%
*26.3%
*29.0%
**25.8%
**36.1%
Is unable to do / unaware
of
Is able to do unassisted
53.4%
**49.9%
**57.2%
**59.5%
**61.6%
**64.4%
**50.4%
**41.1%
*56.7%
*48.6%
**56.0%
**39.4%
14.2%
*16.4%
*11.8%
*13.5%
*13.5%
*11.7%
*14.2%
*16.7%
*12.6%
*16.4%
**12.9%
**21.3%
Needs some assistance
25.1%
*25.8%
*24.3%
*24.3%
*25.2%
*20.3%
*24.0%
*29.4%
*23.5%
*27.3%
**23.6%
**33.2%
60.8%
*57.8%
*63.9%
*62.2%
*61.3%
*67.9%
*61.8%
*54.0%
*63.9%
*56.3%
**63.6%
**45.5%
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
44.6%
45.4%
43.7%
**31.4%
**22.3%
**32.5%
**53.0%
**63.9%
43.7%
45.8%
45.1%
41.6%
29.7%
30.6%
28.6%
**23.2%
**34.7%
**31.8%
**31.5%
**25.6%
29.8%
29.5%
28.6%
35.5%
Is unable to do / unaware
of
Is able to do unassisted
25.8%
24.0%
27.7%
**45.4%
**43.0%
**35.6%
**15.5%
**10.5%
26.5%
24.7%
26.3%
22.9%
47.2%
46.6%
47.7%
**27.0%
**32.1%
**36.1%
**54.7%
**64.4%
*44.3%
*51.3%
47.5%
45.5%
Needs some assistance
31.0%
31.1%
30.8%
**24.9%
**33.8%
**37.6%
**32.0%
**25.6%
*33.0%
*28.0%
30.1%
35.5%
Is unable to do / unaware
of
Is able to do unassisted
21.9%
22.3%
21.5%
**48.1%
**34.1%
**26.3%
**13.3%
**10.0%
*22.7%
*20.7%
22.4%
19.0%
18.7%
19.5%
17.8%
**16.2%
**12.3%
**15.8%
**18.9%
**25.3%
17.0%
21.1%
**17.6%
**24.8%
Needs some assistance
31.0%
33.0%
28.8%
**23.8%
**28.9%
**28.7%
**33.7%
**34.0%
31.0%
31.1%
**29.7%
**38.1%
50.3%
47.4%
53.3%
**60.0%
**58.7%
**55.5%
**47.4%
**40.7%
52.0%
47.9%
**52.7%
**37.1%
59.0%
57.1%
61.0%
**34.6%
**39.0%
**51.2%
**68.7%
**76.6%
56.4%
62.7%
**60.4%
**51.3%
29.5%
31.0%
28.0%
**34.1%
**41.3%
**37.1%
**24.7%
**19.6%
31.6%
26.6%
**27.8%
**39.4%
11.5%
11.9%
11.0%
**31.4%
**19.8%
**11.7%
**6.7%
**3.8%
12.0%
10.7%
**11.8%
**9.4%
Is unable to do / unaware
of
Is able to do unassisted
Needs some assistance
Drag items across the
screen
47.3%
Male
Age (in years)
Is unable to do / unaware
of
Is able to do unassisted
59.6%
58.9%
60.2%
**33.5%
**36.1%
**58.6%
**68.5%
**75.4%
59.1%
60.2%
*60.9%
*51.9%
Needs some assistance
27.4%
29.1%
25.5%
**31.4%
**38.4%
**29.4%
**24.9%
**19.9%
26.9%
28.0%
*26.1%
*34.2%
Is unable to do / unaware
of
13.1%
12.1%
14.2%
**35.1%
**25.5%
**12.0%
**6.7%
**4.6%
14.0%
11.8%
*13.0%
*13.9%
196
Technology and Play
Gender
All
Trace shapes with their
fingers
Exit apps and enter other
apps
Increase or decrease the
volume
Tap the screen to operate
commands
Swipe the screen (e.g. to
change photos, turn the
‘page’ of an e‐book)
Enlarge or decrease the
size of objects by pinching
and dragging
Drag items and trace
shapes
Show others e.g. siblings
how to use the device
Male
Age (in years)
Female
Social Class
< 1 year
1 year
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
Is able to do unassisted
60.3%
59.6%
61.0%
**35.1%
**37.0%
**53.3%
**70.2%
**79.2%
59.3%
61.6%
*61.6%
*52.9%
Needs some assistance
27.7%
28.4%
26.9%
**27.0%
**44.4%
**33.0%
**24.2%
**16.7%
27.3%
28.1%
*26.1%
*36.1%
Is unable to do / unaware
of
12.1%
12.1%
12.2%
**37.8%
**18.6%
**13.6%
**5.6%
**4.1%
13.4%
10.2%
*12.3%
11.0%
Is able to do unassisted
55.3%
54.8%
55.7%
**32.4%
**32.1%
**51.0%
**63.1%
**73.2%
54.4%
56.5%
55.7%
52.6%
Needs some assistance
25.8%
26.7%
24.7%
**18.9%
**32.1%
**30.1%
**27.7%
**19.4%
25.6%
25.9%
25.1%
29.4%
Is unable to do / unaware
of
19.0%
18.5%
19.6%
**48.6%
**35.8%
**18.9%
**9.2%
**7.4%
20.0%
17.5%
19.2%
18.1%
Is able to do unassisted
50.1%
49.2%
51.2%
**33.0%
**28.4%
**37.6%
**59.7%
**70.1%
**46.1%
**55.9%
50.5%
48.4%
Needs some assistance
27.5%
30.0%
24.7%
**20.0%
**29.5%
**34.4%
**29.4%
**22.0%
**28.5%
**25.9%
26.3%
33.5%
Is unable to do / unaware
of
22.4%
20.8%
24.1%
**47.0%
**42.1%
**28.0%
**10.9%
**7.9%
**25.4%
**18.1%
23.2%
18.1%
Is able to do unassisted
58.8%
58.9%
58.6%
**33.5%
**36.4%
**54.3%
**68.2%
**75.8%
58.7%
58.8%
*60.5%
*49.4%
Needs some assistance
28.3%
27.9%
28.8%
**30.8%
**42.7%
**31.6%
**24.5%
**19.8%
28.0%
28.9%
*26.9%
*36.1%
Is unable to do / unaware
of
12.9%
13.2%
12.6%
**35.7%
**20.9%
**14.1%
**7.3%
**4.5%
13.3%
12.3%
*12.6%
*14.5%
Is able to do unassisted
65.4%
64.7%
66.0%
**35.1%
**49.9%
**65.1%
**73.8%
**77.7%
64.5%
66.6%
**66.8%
**57.4%
Needs some assistance
22.9%
23.7%
22.0%
**28.1%
**32.4%
**24.6%
**19.3%
**17.2%
24.0%
21.3%
**20.8%
**34.2%
Is unable to do / unaware
of
11.8%
11.6%
11.9%
**36.8%
**17.8%
**10.3%
**6.9%
**5.2%
11.5%
12.1%
**12.4%
**8.4%
Is able to do unassisted
38.3%
39.4%
37.1%
**25.4%
**21.2%
**28.9%
**45.1%
**53.8%
38.3%
38.2%
*37.6%
*41.9%
Needs some assistance
32.8%
32.1%
33.5%
**26.5%
**32.4%
**34.0%
**33.5%
**33.5%
31.7%
34.2%
*32.1%
*36.5%
Is unable to do / unaware
of
29.0%
28.6%
29.5%
**48.1%
**46.4%
**37.1%
**21.5%
**12.7%
30.0%
27.5%
*30.4%
*21.6%
Is able to do unassisted
53.7%
53.4%
54.1%
**32.4%
**27.5%
**45.9%
**65.5%
**72.3%
51.7%
56.5%
*54.8%
*47.7%
Needs some assistance
30.5%
30.5%
30.5%
**31.4%
**43.8%
**37.8%
**25.8%
**20.8%
31.6%
28.9%
*29.1%
*38.1%
Is unable to do / unaware
of
15.8%
16.1%
15.4%
**36.2%
**28.7%
**16.3%
**8.8%
**6.9%
16.6%
14.6%
*16.1%
*14.2%
Is able to do unassisted
37.5%
37.7%
37.3%
**27.0%
**18.3%
**26.1%
**43.1%
**56.0%
*34.8%
*41.4%
**37.8%
**36.1%
Needs some assistance
29.6%
31.7%
27.4%
**20.5%
**29.8%
**30.9%
**31.8%
**29.7%
*29.6%
*29.6%
**27.9%
**38.7%
Is unable to do / unaware
of
32.9%
30.6%
35.3%
**52.4%
**51.9%
**43.1%
**25.1%
**14.3%
*35.6%
*29.0%
**34.3%
**25.2%
197
Technology and Play
D-Q2. Has your child ever?
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 9.2% say that their child has made an in-app purchase without
permission. Tests for statistical significance (between action yes/no and demographic group) reported within cells.
Notes: Percentages out of each demographic group, e.g. out of parents responding in relation to a male child, 9.2% say that their child has
made an in‐app purchase without permission. Tests for statistical significance (between action yes/no and demographic group) reported within
cells.
Gender
Male
All
Made an in‐app purchase without permission
Female
Age
Under 1
1 year
2 years
3 years
4 to 5
Social Class
ABC1
Ethnicity
White
C2DE
BME
7.6%
9.2%
6.0%
6.5%
7.4%
5.7%
8.2%
9.1%
7.6%
7.7%
7.3%
9.4%
Made an in‐app purchase by accident
10.0%
*9.2%
*6.0%
12.4%
8.9%
10.5%
10.3%
9.3%
8.6%
12.1%
*9.1%
*15.2%
Bought something online by accident
7.6%
9.9%
10.1%
8.6%
9.2%
6.9%
7.1%
7.4%
7.5%
7.8%
**6.7%
**12.9%
Bought something online without permission
6.6%
8.0%
7.3%
5.4%
7.7%
4.3%
8.2%
6.5%
6.7%
6.3%
*5.8%
*10.6%
Been exposed to content that made them
feel uncomfortable
6.4%
*8.2%
*4.8%
10.3%
7.2%
5.3%
6.2%
5.5%
6.4%
6.3%
**4.9%
**14.2%
Been exposed to content that made you feel
uncomfortable
9.2%
6.8%
5.9%
**9.2%
**7.7%
**8.1%
**10.9%
**9.5%
*10.7%
*7.1%
**7.8%
**16.8%
Asked you about something they saw online
that was inappropriate
7.0%
10.7%
7.6%
7.6%
6.6%
6.5%
7.9%
6.5%
7.5%
6.2%
**5.4%
**15.5%
Been exposed to advertising within mobile or
tablet applications
17.4%
*8.5%
*5.4%
14.6%
12.3%
14.1%
22.7%
19.4%
18.5%
15.8%
17.6%
16.1%
Clicked on a link when online that took them
to inappropriate content
8.1%
18.4%
16.4%
7.0%
10.0%
6.5%
8.2%
8.4%
8.5%
7.6%
**6.9%
**14.5%
Watched content (brand, characters shows)
on more than one platform at the same time
12.2%
8.8%
7.3%
*7.0%
*12.9%
*9.6%
*16.3%
*11.9%
11.6%
12.9%
12.0%
12.9%
Seen an advert on a screen and asked you
about it
23.1%
12.6%
11.6%
**15.7%
**15.2%
**16.0%
**29.0%
**30.4%
22.9%
23.3%
22.7%
24.8%
None of these
46.7%
24.3%
21.7%
53.0%
51.6%
53.8%
39.7%
42.1%
47.0%
46.2%
**48.6%
**35.8%
198
Technology and Play
Section E: Safety/Issues
Section E: Safety/Issues
E-Q1. We want to understand how comfortable or uncomfortable you are with your child using the device
Gender
All
The amount of time my
child spends on the
tablet
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
3.5%
7.6%
4.9%
5.7%
4.1%
5.0%
*4.3%
*6.3%
4.9%
6.8%
Quite uncomfortable
13.6%
12.5%
14.7%
11.9%
10.0%
13.6%
15.9%
14.4%
*14.2%
*12.8%
13.3%
15.5%
29.0%
28.5%
29.5%
34.1%
26.9%
28.7%
29.4%
28.4%
*29.6%
*28.0%
28.9%
29.0%
36.3%
36.4%
36.0%
31.4%
40.1%
34.4%
33.7%
38.8%
*37.9%
*33.9%
36.5%
34.8%
Very comfortable
16.1%
15.8%
16.3%
15.1%
18.1%
17.5%
17.0%
13.4%
*14.0%
*19.0%
16.4%
13.9%
Very uncomfortable
13.4%
14.2%
12.6%
15.7%
16.0%
15.6%
10.7%
11.7%
*13.4%
*13.4%
13.8%
11.3%
Quite uncomfortable
21.8%
20.0%
23.7%
18.9%
22.9%
22.0%
23.8%
20.3%
*23.4%
*19.5%
21.8%
21.9%
27.4%
27.6%
27.2%
33.5%
28.4%
26.6%
26.6%
26.1%
*27.4%
*27.4%
26.8%
30.6%
25.3%
25.8%
24.8%
20.5%
20.1%
22.7%
26.2%
31.1%
*25.8%
*24.6%
25.0%
27.1%
12.1%
12.4%
11.7%
11.4%
12.6%
13.2%
12.7%
10.8%
*10.0%
*15.1%
12.7%
9.0%
Very uncomfortable
5.9%
6.9%
4.9%
**8.6%
**8.0%
**6.0%
**4.1%
**5.3%
*5.3%
*6.9%
*5.9%
*6.5%
Quite uncomfortable
8.4%
8.0%
8.8%
**6.5%
**9.2%
**7.7%
**10.1%
**7.6%
*8.0%
*8.9%
*8.0%
*10.0%
22.3%
23.3%
21.1%
**35.7%
**23.8%
**19.4%
**23.6%
**18.0%
*21.6%
*23.1%
*21.2%
*27.7%
39.0%
37.4%
40.6%
**27.0%
**37.0%
**39.5%
**38.8%
**43.6%
*42.4%
*34.0%
*38.9%
*39.4%
24.5%
24.4%
24.6%
**22.2%
**22.1%
**27.5%
**23.4%
**25.4%
*22.7%
*27.0%
*26.0%
*16.5%
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
Very uncomfortable
13.4%
13.5%
13.3%
15.7%
16.3%
14.1%
12.7%
11.0%
13.6%
13.2%
13.2%
14.5%
Quite uncomfortable
28.3%
25.9%
30.9%
23.2%
22.1%
29.7%
28.3%
32.8%
30.0%
25.9%
28.9%
25.5%
29.8%
30.1%
29.6%
33.0%
30.9%
30.6%
29.6%
27.8%
29.0%
31.1%
29.9%
29.4%
20.4%
21.2%
19.6%
18.4%
21.5%
17.5%
21.5%
21.6%
20.0%
21.0%
20.0%
22.6%
8.0%
9.2%
6.7%
9.7%
9.2%
8.1%
7.9%
6.7%
7.4%
8.9%
8.0%
8.1%
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
The types of videos they
watch on the tablet
Social Class
1 year
6.7%
Very comfortable
Things that they can be
exposed to on the
tablet e.g. in‐app
advertising / types of
content
Under 1
5.1%
Neither comfortable
nor uncomfortable
Quite comfortable
The sorts of things my
child does on the tablet
Age (in years)
Female
Very uncomfortable
Neither comfortable
nor uncomfortable
Quite comfortable
My child using the
device unobserved by
me or another adult
Male
Very uncomfortable
6.1%
7.0%
5.1%
8.6%
7.4%
7.2%
4.3%
5.2%
**5.2%
**7.4%
5.7%
8.4%
Quite uncomfortable
12.6%
12.8%
12.3%
10.3%
11.2%
10.5%
14.2%
14.3%
**12.9%
**12.1%
12.2%
14.2%
28.4%
27.9%
29.0%
36.2%
28.7%
24.9%
29.8%
27.3%
**30.4%
**25.6%
28.5%
28.4%
35.0%
34.9%
35.1%
28.6%
33.2%
37.6%
35.4%
35.9%
**36.3%
**33.1%
34.6%
37.4%
17.9%
17.4%
18.4%
16.2%
19.5%
19.9%
16.3%
17.4%
**15.2%
**21.8%
19.1%
11.6%
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
199
Technology and Play
Gender
All
That they know when to
ask for parental / other
help
Very uncomfortable
Quite uncomfortable
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
That they know where
their content is
Very uncomfortable
Quite uncomfortable
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
That they know how to
avoid other content
Very uncomfortable
Quite uncomfortable
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
That the tablet can be
used for positive things
e.g. learning or
creativity
Very uncomfortable
Quite uncomfortable
Neither comfortable
nor uncomfortable
Quite comfortable
Very comfortable
Male
Age (in years)
Female
Under 1
Social Class
1 year
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
6.8%
7.8%
5.8%
**9.7%
**6.6%
**7.2%
**6.7%
**5.8%
5.9%
8.0%
*6.5%
*8.4%
8.2%
8.5%
7.8%
**9.2%
**10.3%
**6.2%
**8.8%
**7.4%
8.2%
8.0%
*7.9%
*9.4%
23.5%
23.6%
23.4%
**32.4%
**28.9%
**25.1%
**23.0%
**16.7%
24.3%
22.3%
*23.6%
*22.9%
34.8%
34.1%
35.6%
**31.4%
**33.5%
**34.0%
**34.8%
**37.5%
36.5%
32.5%
*33.7%
*41.0%
26.7%
26.0%
27.4%
**17.3%
**20.6%
**27.5%
**26.8%
**32.6%
25.0%
29.1%
*28.2%
*18.4%
6.7%
8.0%
5.4%
**9.7%
**7.7%
**6.7%
**5.2%
**6.4%
6.1%
7.6%
*6.3%
*8.7%
9.6%
10.1%
9.0%
**15.1%
**10.3%
**9.3%
**9.4%
**7.6%
9.2%
10.1%
*9.3%
*10.6%
27.3%
27.0%
27.5%
**37.8%
**32.1%
**29.2%
**26.0%
**20.6%
26.9%
27.8%
*27.3%
*26.8%
34.8%
34.5%
35.2%
**22.2%
**32.1%
**33.7%
**37.1%
**39.5%
37.3%
31.3%
*34.0%
*39.7%
21.7%
20.4%
23.0%
**15.1%
**17.8%
**21.1%
**22.3%
**25.9%
20.5%
23.3%
*23.0%
*14.2%
9.4%
9.8%
8.9%
12.4%
9.7%
10.3%
7.7%
8.8%
*9.2%
*9.5%
9.4%
9.0%
21.2%
20.6%
21.7%
13.5%
22.3%
21.5%
24.7%
19.8%
*21.3%
*21.0%
21.4%
19.7%
37.6%
36.1%
39.1%
42.2%
38.4%
39.2%
34.5%
36.8%
*39.1%
*35.3%
38.3%
33.5%
21.8%
22.8%
20.6%
19.5%
18.6%
17.7%
24.7%
24.9%
*22.3%
*21.0%
20.4%
29.4%
10.2%
10.7%
9.7%
12.4%
10.9%
11.2%
8.4%
9.8%
*8.1%
*13.3%
10.5%
8.4%
5.8%
6.5%
4.9%
*8.1%
*7.2%
*5.7%
*5.2%
*4.6%
*4.8%
*7.1%
*5.6%
*6.8%
6.9%
7.4%
6.3%
*5.9%
*6.6%
*6.0%
*7.7%
*7.2%
*6.7%
*7.1%
*6.5%
*8.7%
18.5%
19.1%
17.8%
*27.0%
*20.3%
*17.9%
*19.3%
*14.4%
*17.4%
*20.1%
*17.8%
*22.3%
35.7%
34.2%
37.2%
*30.8%
*39.0%
*39.0%
*32.6%
*35.2%
*38.8%
*31.2%
*35.3%
*37.7%
33.3%
32.8%
33.8%
*28.1%
*26.9%
*31.3%
*35.2%
*38.5%
*32.3%
*34.6%
*34.9%
*24.5%
200
Technology and Play
E-Q2. We would like to understand your opinion on in-app adverts for your child. Using a scale of 1 to 5, where 1 is strongly disagree and 6 is strongly
agree please indicate how you feel about each of the following statements
Gender
All
I am not worried if
there are relevant
adverts in the apps my
child plays
I would pay for my
child’s apps if it meant
that there was no in‐
app adverts
I don’t mind in‐app
adverts if it means my
child can play for free
Male
Age (in years)
Female
Under 1
Social Class
1 year
2 years
3 years
4 to 5
ABC1
Ethnicity
C2DE
White
BME
Strongly disagree
11.1%
*11.9%
*10.3%
10.8%
12.6%
14.1%
10.5%
8.6%
*11.5%
*10.6%
11.6%
8.4%
Tend to disagree
20.2%
*17.0%
*23.5%
11.9%
15.8%
23.9%
22.3%
21.0%
*21.5%
*18.3%
20.8%
16.8%
Neither agree/disagree
31.4%
*33.3%
*29.4%
33.5%
33.0%
29.2%
30.9%
31.8%
*29.4%
*34.2%
30.8%
34.5%
Tend to agree
30.2%
*30.0%
*30.3%
36.2%
30.4%
25.8%
29.6%
31.6%
*31.6%
*28.0%
30.0%
31.0%
Strongly agree
7.2%
*7.8%
*6.6%
7.6%
8.3%
6.9%
6.7%
7.0%
*6.0%
*8.9%
6.8%
9.4%
Strongly disagree
7.6%
7.7%
7.6%
5.9%
7.4%
8.9%
6.4%
8.4%
7.0%
8.5%
8.2%
4.5%
Tend to disagree
15.0%
14.4%
15.8%
13.0%
15.8%
15.8%
14.2%
15.5%
15.7%
14.1%
15.5%
12.6%
Neither agree/disagree
31.9%
30.9%
32.9%
38.4%
29.2%
31.3%
33.7%
30.2%
31.6%
32.3%
31.8%
32.3%
Tend to agree
34.2%
35.1%
33.2%
28.1%
34.4%
34.0%
34.1%
36.1%
36.1%
31.3%
33.6%
37.4%
Strongly agree
11.3%
12.0%
10.6%
14.6%
13.2%
10.0%
11.6%
9.8%
9.6%
13.8%
10.9%
13.2%
Strongly disagree
11.8%
11.2%
12.5%
9.2%
13.8%
15.1%
11.8%
9.1%
**12.8%
**10.4%
12.1%
10.3%
Tend to disagree
19.1%
19.2%
18.9%
16.8%
17.2%
18.2%
20.2%
20.8%
**21.8%
**15.2%
19.8%
15.2%
Neither agree/disagree
30.6%
30.0%
31.1%
33.0%
28.9%
29.2%
28.5%
33.3%
**29.3%
**32.4%
30.0%
33.5%
Tend to agree
29.8%
28.9%
30.7%
29.7%
31.2%
30.4%
29.8%
28.4%
**29.3%
**30.3%
29.3%
31.9%
Strongly agree
8.8%
10.7%
6.8%
11.4%
8.9%
7.2%
9.7%
8.4%
**6.8%
**11.7%
8.8%
9.0%
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