The line graph gives information about the proportion of adults who used smartphones for four separate purposes – social media, online shopping, banking and gaming – between 2010 and 2025.
Overall, it is clear that the figure for social media, online shopping and banking registered a dramatic rise over the period as a whole, while the proportion of adults who used smartphones for gaming steeply climbed before falling back. The figures for banking and online shopping were close to each other over the whole period.
The percentage of social media rose significantly from 20% to 80% over the period given. The figure for online shopping followed the same pattern and rose from 8% to 70% exceeding the figure for gaming in 2016. The percentage of adults using banking apps increased from 3% to 65% dominating the Gaming trend in 2019.
The rate of Gaming increased rapidly from 15% in 2010 to peak of 25% in 2016 before steeply decreasing to a low of 15% in 2025.
