12 THE COMMON SENSE CENSUS: MEDIA USE BY KIDS AGE ZERO TO EIGHT, 2020 © 2020 COMMON SENSE MEDIA. ALL RIGHTS RESERVED.
anything else visual on a smartphone, tablet, iPod touch, or
similar device, such as taking or viewing pictures or videos,
looking things up, social networking, or using other types of apps
not already covered in the previous activities. Does not include
listening to music or other audio (e.g., podcasts or audiobooks).
Smart speaker. A device that can respond to verbal commands,
play music, and answer questions (e.g., Amazon Echo, Dot,
Google Home or Apple HomePod).
Smart TV. A TV set that is connected to the internet, whether
directly or through an add-on device (e.g., Apple TV or Roku) to
download or stream TV shows or movies onto the TV set.
Smartwatch. A watch that can make phone calls, track the wearer,
and display games and text messages.
Social gaming. Online gaming in which the player can play and
interact with other users.
Streaming. Watching TV shows or movies through a subscription
service (e.g., Netflix, Amazon Prime, Disney Plus, or Vudu) or
through a network’s website. Content may be watched on a TV
set, computer, or mobile device.
Subscription service. A service that enables users to stream or
download TV shows or movies (e.g., Netflix, Hulu, Disney Plus,
or Amazon Prime Video).
Tablet. An iPad or similar device (e.g., a Galaxy Tab or other
Android tablet, Microsoft Surface, or Kindle Fire). Does not
include devices designed exclusively as e-readers.
Television. Includes TV shows or movies watched on a TV set,
including “live TV” or content recorded earlier on a DVR, or
watched through video on demand.
Video games. Includes gaming on a console video game player or
other device that connects to a TV set (e.g., an Xbox, PlayStation,
Switch, or Wii), a handheld player (e.g., a Gameboy or Nintendo
DS), a computer, or a mobile device (e.g., a smartphone or tablet).
Virtual reality. Games or movies that are watched through a
special headset (e.g., Oculus Rift, Google Cardboard or
PlayStation VR), in which the user is immersed in a multidimen-
sional media environment that responds to their movements.
proportion of children who engage in an activity and the amount
of time they spend doing so. On occasion we also report time
spent "among users," which is the average (mean) time spent
among those who engaged in that activity the previous day.
When times for various activities are summed, the sums do not
account for the possibility that children may have been engaging
in more than one media activity at a time (e.g., playing a mobile
game while watching television). There is no objective, passive
way of measuring the time children spend engaging in the full
range of media activities covered in this report, or measuring the
amount of their media time that may have been spent engaging
in more than one media activity.
Media Definitions
Console gaming. Includes games played on console players (e.g.,
Xbox, PlayStation, or Wii), or other gaming devices that connect
to a TV set (e.g., the Nintendo Switch).
Educational game device. Includes devices designed specifically
for children for educational purposes (e.g., LeapFrog, LeapPad, or
VTech laptop).
E-reading. Reading on a tablet, phone, or e-reader (e.g., a Kindle).
Includes time the child spends reading or being read to by
someone else.
Internet access. Any internet access other than dial-up, such as
cable, wireless, or DSL. Participants without internet access have
dial-up access or no access.
Live television. Content watched on a TV set on a broadcast or
cable station as it was aired (i.e., not time-shifted).
Mobile media. “Any mobile device” and “mobile media use”
includes smartphones, tablets, and other devices (e.g., the iPod
touch) that can connect to the Internet, display videos, and
download apps.
Online videos. Includes watching videos on sites like YouTube or
TikTok.
Screen media. Refers to all visually based screen activities, includ-
ing watching television, DVDs/videotapes, online videos, or
programming through a subscription service (e.g., Netflix, Hulu,
or Amazon Prime Video); playing video games (including
console, computer, or mobile); electronic reading on a device
(e.g., a smartphone, tablet, or e-reader); using a virtual reality
headset; video-chatting (e.g., on Skype or FaceTime); doing
homework or schoolwork on a computer or tablet; and doing