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Chewing On Zettabytes: American Information Consumption Print E-mail
Living - Society
TS-Si News Service   
Friday, 18 December 2009 10:00

American Information Consumption

San Diego, CA, USA. The How Much Information? (HMI?) project is creating a census of the world’s consumption of information. The research backing up thr study shows that computergames and television account for most of the information consumed by Americans in 2008.

U.S. households consumed approximately 3.6 zettabytes of information, according to the report released by the University of California, San Diego. One zettabyte is 1,000,000,000 trillion bytes, and total bytes consumed last year were the equivalent of the information in thick paperback novels stacked seven feet high over the entire United States, including Alaska.

The study measured information consumed by U.S. consumers in and outside the home for non-work related reasons, and included the gamut of information sources, including going to the movies, listening to the radio, talking on the cell phone, playing video games, surfing the Internet, and reading the newspaper, among other things.

Computer games, TV and movie-going were by far the largest sources of information consumed by Americans outside the workplace in 2008, based on the volume of bytes consumed.

“This report is a snapshot of what the information revolution means to the average American on an average day, who consumes 34 gigabytes and 100,000 words of information,” said report author Roger Bohn, Director of the Global Information Industry Center (GIIC)  at UC San Diego’s School of International Relations and Pacific Studies.

“The total volume of 3.6 zettabytes consumed last year is much larger than previous studies have reported, partly because they measured different views of information, such as information creation rather than consumption. Also, nobody had looked at the role of computer games, which generate a staggering number of bytes.”

Despite the rise of the Internet as the dominant source of information in two-way communications, the Web as a source of information still trails far behind TV.

The new report includes estimates that between 1980 and 2008, the bytes consumed increased 350 percent, for an average annual growth rate of 5.4 percent.

The average American’s information consumption of 34 gigabytes a day is the equivalent of about one fifth of a notebook computer’s hard drive, depending on the model.

Hourly statistics confirm that a large chunk of the average American’s day is spent watching television. The new report estimates that on average 41 percent of information time is watching TV (including DVDs, recorded TV and real-time watching). American consumers watched 36 million hours of television on mobile devices each month – a number that, while expected to grow, is a fraction of the hours spent watching television at home.

Based on bytes alone, however, computer games are the biggest information source totaling 18.5 gigabytes per day for the average American consumer, or about 67 percent of all bytes consumed. Approximately 80 percent of the population plays some kind of computer game, including casual games such as Bookworm, Tetris and social networking games.

Roger Bohn.

“Games are almost universal, but most of the gaming bytes come from graphically intensive games on high-powered computers and consoles, which have the equivalent of special-purpose supercomputers from five years ago,” said Bohn. Today's games generate their bytes inside the home, he says, rather over home cables into the home, but "gaming is increasingly moving online.”

Americans spent 16 percent of their information hours using the Internet (second only to TV’s 41 percent). With the proliferation of email, instant messaging and social networking, the Internet today dominates two-way communications, with more than 79 percent of those bytes every day. Despite rapid growth, consumption of new media such as YouTube videos, text messaging or games on smartphones is still outpaced by traditional media.

“There are several hundred million TV sets in the U.S., and depending on whom you ask, about 50 million smartphones,” explained report co-author James Short, GIIC research director. “And new media devices are increasingly personal devices – mobile phones, Kindles and handheld gaming devices – with small screens and relatively low resolution, limiting the number of bytes consumed.”

Looking to the future, the report’s authors point to current patterns of information consumption that will change the information landscape by 2015. In addition to the expected widespread use of HDTV, mobile television and video over the Internet have the potential to revolutionize where American consumers receive their visual information.

The flow of information into and within the home has changed dramatically as a result of the digital revolution, particularly since the advent of the personal computer in 1980.

According to the study, the 3.6 zettabytes of total information used by Americans in their homes far exceeds storage or transmission capacity. For example, the total is roughly 20 times more than what can be stored at one time on all the hard drives in the world. Less than two percent of the total information was transmitted over the Internet.

"What is clear is that we consume orders of magnitude more information than can be stored on hard drives or transmitted over today's Internet," said Internet pioneer Larry Smarr, Director of the California Institute for Telecommunications and Information Technology, a partnership of UC San Diego and UC Irvine. "Even small changes in how Americans consume information would have serious implications for network planners and require large-scale investments."

To allow comparisons with earlier studies, the UC San Diego report’s authors devised mathematical formulas to convert all information statistics into words, bytes and the number of hours spent consuming information.

This initial report focuses on the U.S. consumer sector (both inside and outside the home, including use of cell phones and movie-watching). Future reports will focus on information in the U.S. workplace, in other regions, and different types of information (such as machine-to-machine data that is analyzed automatically and may never be seen by human eyes).

About the HMI? ProjectThe How Much Information? (HMI?) project is a research consortium led by the University of California, San Diego. Funding for the project comes from industry sponsors AT&T, Cisco Systems, IBM, Intel, LSI, Oracle and Seagate Technology, with early support from the Alfred P. Sloan Foundation.
CitationHow Much Information? 2009 Report on American Consumers. Roger E. Bohn and James E. Short. University of California, San Diego: Global Information Industry Center (December 9, 2009)
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Executive Summary

In 2008, Americans consumed information for about 1.3 trillion hours, an average of almost 12 hours per day. Consumption totaled 3.6 zettabytes and 10,845 trillion words, corresponding to 100,500 words and 34 gigabytes for an average person on an average day. A zettabyte is 10 to the 21st power bytes, a million million gigabytes. These estimates are from an analysis of more than 20 different sources of information, from very old (newspapers and books) to very new (portable computer games, satellite radio, and Internet video). Information at work is not included.

We defined "information" as flows of data delivered to people and we measured the bytes, words, and hours of consumer information. Video sources (moving pictures) dominate bytes of information, with 1.3 zettabytes from television and approximately 2 zettabytes of computer games. If hours or words are used as the measurement, information sources are more widely distributed, with substantial amounts from radio, Internet browsing, and others. All of our results are estimates.

Previous studies of information have reported much lower quantities. Two previous How Much Information? studies, by Peter Lyman and Hal Varian in 2000 and 2003, analyzed the quantity of original content created, rather than what was consumed. A more recent study measured consumption, but estimated that only .3 zettabytes were consumed worldwide in 2007.

Hours of information consumption grew at 2.6 percent per year from 1980 to 2008, due to a combination of population growth and increasing hours per capita, from 7.4 to 11.8. More surprising is that information consumption in bytes increased at only 5.4 percent per year. Yet the capacity to process data has been driven by Moore's Law, rising at least 30 percent per year. One reason for the slow growth in bytes is that color TV changed little over that period. High-definition TV is increasing the number of bytes in TV programs, but slowly.

The traditional media of radio and TV still dominate our consumption per day, with a total of 60 percent of the hours. In total, more than three-quarters of U.S. households' information time is spent with non-computer sources.

Despite this, computers have had major effects on some aspects of information consumption. In the past, information consumption was overwhelmingly passive, with telephone being the only interactive medium. Thanks to computers, a full third of words and more than half of bytes are now received interactively.Reading, which was in decline due to the growth of television, tripled from 1980 to 2008, because it is the overwhelmingly preferred way to receive words on the Internet.

TS-Si News Service.The TS-Si News Service is a collaborative effort by TS-Si.org editors, contributors, and corresponding institutions. Sources can include the cited individuals and organizations, as well as TS-Si.org staff contributions. Articles and news reports do not necessarily convey official positions of TS-Si, its partners, or affiliates. We welcome your comments. Use the form below to leave a public comment or send private correspondence via the TS-Si Contact Page. We will not divulge any personal details or place you on a mailing list without your permission.


TS-Si is dedicated to the acceptance, medical treatment, and legal protection of individuals correcting the misalignment of their brains and their anatomical sex, while supporting their transition into society as hormonally reconstituted and surgically corrected citizens.


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Last Updated on Thursday, 17 December 2009 16:55