From apps to AI search: how the UK goes online in 2025
We’re spending even more time online as a nation, according to Ofcom's annual Online Nation survey, published today. Adults now spend an average of four and a half hours online a day – up by 10 minutes on last year. Women spend 26 minutes a day longer online than men, with a daily average of 4hrs 43 mins. Most of the time online is spent on a smartphone, where adults use an average of 41 apps a month. WhatsApp, Facebook and Google Maps are the three most commonly used apps among adults. It's a really interesting set of findings (selected ones below) so give it a read and share your thoughts ASAP this AM.
- Fewer adults feel freer to be themselves online than offline this year (25%, down from 30% last year), and only 35% feel they can share opinions more easily online than offline.
- Generative AI services are gaining traction, with more people actively seeking them out. ChatGPT had 1.8 billion UK visits in the first eight months of 2025, up from 368 million in same period of 2024.
- Two major tech firms now account for more than half of the time people in the UK spend online. YouTube is the most used Alphabet-owned service, used by 94% of adults. Time on YouTube is increasing, reaching an average of 51 minutes a day, not including the TV set. The combination of Facebook and Messenger (93% adults) is the most widely used Meta service, followed by WhatsApp (90% adults).
- Late-night scrolling among children is common. Across four of the main services used by children - YouTube, Snapchat, TikTok and WhatsApp - 15-24% of the time spent for the whole 8-14 age range happens between 9pm and 5am. 4–10% of usage happens after 11pm, depending on the platform.
- Children said that they were encouraged to spend money in various ways online, including character customisation (30%), adverts (27%), recommendations from friends or family (23%) and influencer content (22%).
- But a third of children (32%) regretted the purchases they’d made in-game, and 43% regretted purchases made on social media. While 42% were unclear on what they even were buying in games.





