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May 1, 2026
Adults Will Spend 16 Minutes per Day With GenAI in 2026, Well Behind Most Other Major Media Activities
Note
Traditional TV includes live, DVR, and other prerecorded video (such as video downloaded from the internet but saved locally). Digital audio includes music/other audio content delivered within a website or app (e.g., AM/FM online streams), podcasts (streamed or downloaded), online radio stations, ... and streaming services, and excludes other downloaded audio files (e.g., music MP3s) and digital terrestrial/satellite radio services that are delivered over the air. Digital gaming examples include desktop/mobile app and browser gaming, online console gaming, and gaming on portable internet-connected consoles. Messaging includes iMessage, Line, Messenger, Telegram, WeChat, and WhatsApp via browser/app, and excludes social networking apps that offer private messaging capabilities as a secondary feature (e.g., Instagram, X) and apps that solely provide OTT voice/video calling. Free ad-supported streaming TV (FAST) platforms are free-to-access ad-supported platforms that primarily offer professionally produced content. FAST excludes all sub OTT services, Twitch, and YouTube, and includes time spent watching ad-supported video-on-demand (AVOD) on FAST platforms. Print includes magazines and newspapers for offline reading only. Other traditional media examples include printed catalogs, direct mail, cinema, and out-of-home. Other digital video activities include TV Everywhere platforms, Twitch, video clips on publisher webpages, pornography, and video-hosting platforms like Vimeo. Other digital nonvideo activities include shopping, checking email, and accessing fintech services, fitness, maps, news, and sports betting. Time spent with each medium includes multitasking; for example, 1 hour of multitasking on a mobile phone while watching TV is counted as 1 hour for mobile phone and 1 hour for TV. Figures are rounded to the nearest minute. Estimates of average time spent with media are based on the total US adult population according to the US Census Bureau 2020 release, not the number of users of each medium.
Methodology
Estimates are based on the analysis of estimates from other research firms, consumer media consumption trends, device adoption trends, company reports, primary research, and interviews.