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Google, YouTube outline plans for the US midterm elections

Google and its video sharing app YouTube outlined plans for handling the 2022 U.S. midterm elections this week, highlighting tools at its disposal to limit the effort to limit the spread of political misinformation.
When users search for election content on either Google or YouTube, recommendation systems are in place to highlight journalism or video content from authoritative national and local news sources such as The Wall Street Journal, Univision, PBS NewsHour and local ABC, CBS and NBC affiliates.
In today’s blog post, YouTube noted that it has removed “a number of videos” about the U.S. midterms that violate its policies, including videos that make false claims about the 2020 election. YouTube’s rules also prohibit inaccurate videos on how to vote, videos inciting violence and any other content that it determines interferes with the democratic process. The platform adds that it has issued strikes to YouTube channels that violate policies related to the midterms and have temporarily suspended some channels from posting new videos.
Image Credits: Google
Google Search will now make it easier for users to look up election coverage by local and regional news from different states. The company is also rolling out a tool on Google Search that it has used before, which directs voters to accurate information about voter registration and how to vote. Google will be working with The Associated Press again this year to offer users authoritative election results in search.
YouTube will also direct voters to an information panel on voting and a link to Google’s “how to vote” and “how to register to vote” features. Other election-related features YouTube announced today include reminders on voter registration and election resources, information panels beneath videos, recommended authoritative videos within its “watch next” panels and an educational media literacy campaign with tips about misinformation tactics.
On Election Day, YouTube will share a link to Google’s election results tracker, highlight livestreams of election night and include election results below videos. The platform will also launch a tool in the coming weeks that gives people searching for federal candidates a panel that highlights essential information, such as which office they’re running for and what their political party is.
Image Credits: YouTube
With two months left until Election Day, Google’s announcement marks the latest attempt by a tech giant to prepare for the pivotal moment in U.S. history. Meta, TikTok and Twitter have also recently addressed how they will approach the 2022 U.S. midterm elections.
YouTube faced scrutiny over how it handled the 2020 presidential election, waiting until December 2020 to announce a policy that would apply to misinformation swirling around the previous month’s election.
Before the policy was initiated, the platform didn’t remove videos with misleading election-related claims, allowing speculation and false information to flourish. That included a video from One America News Network (OAN) posted on the day after the 2020 election falsely claiming that Trump had won the election. The video was viewed more than 340,000 times, but YouTube didn’t immediately remove it, stating the video didn’t violate its rules.

YouTube declares war on US election misinformation… a month late

In a new study, researchers from New York University found that YouTube’s recommendation system had a part in spreading misinformation about the 2020 presidential election. From October 29 to December 8, 2020, the researchers analyzed the YouTube usage of 361 people to determine if YouTube’s recommendation system steered users toward false claims regarding the election in the immediate aftermath of the election. The researchers concluded that participants who were very skeptical about the election’s legitimacy were recommended significantly more election fraud-related claims than participants who weren’t unsure about the election results.
YouTube pushed back against the study in a conversation with TechCrunch, arguing that its small sample size undermined its potential conclusions. “While we welcome more research, this report doesn’t accurately represent how our systems work,” YouTube spokesperson Ivy Choi told TechCrunch. “We’ve found that the most viewed and recommended videos and channels related to elections are from authoritative sources, like news channels.”
The researchers acknowledged that the number of fraud-related videos in the study was low overall and that the data doesn’t consider what channels the participants were subscribed to. Nonetheless, YouTube is clearly a key vector of potential political misinformation — and one to watch as the U.S. heads into its midterm elections this fall.

Facebook will disable new political ads a week before US midterm elections

Google, YouTube outline plans for the US midterm elections

Starbucks to unveil its web3-based rewards program next month

Starbucks will unveil its web3 initiative, which includes coffee-themed NFTs, at next month’s Investor Day event. The company earlier this year announced its plans to enter the web3 space, noting its NFTs wouldn’t just serve as digital collectibles, but would provide their owners with access to exclusive content and other perks.
At the time, Starbucks was light on details as to what its debut set of NFTs would look like, specific features they’d provide or even what blockchain it was building on. It said the plan was likely to be multichain or chain-agnostic, hinting at plans that weren’t yet finalized.
Overall, the coffee retailer kept its web3 news fairly high level, explaining simply that it believed digital collectibles could create an accretive business adjust to its stores and that more would be revealed later in 2022.

Starbucks to launch NFTs this year, offering access to ‘unique experiences and benefits’

While some companies jumped on the NFT bandwagon without much thought as to how their investments would fit in with their larger business goals, Starbucks seems to be attempting a different approach. It sees the collectibles as an extension of customer loyalty. The company brought in Adam Brotman, the architect of its Mobile Order & Pay system and the Starbucks app, to help serve as a special advisor on the project.
Mobile Order & Pay has been one of Starbucks’ biggest successes, in terms of tech innovations. The company was one of the first to introduce the concept of a digital wallet, even before Apple Pay became ubiquitous. And as broader mobile payment adoption has grown, Starbucks mobile ordering has, too. In the past quarter — Starbucks’ fiscal Q3 — mobile orders, delivery and drive-through combined drove 72% of Starbucks’ U.S. revenue. In addition, the mobile ordering sales mix grew to a record high of 47%, up 13% year-over-year, following COVID-driven changes in consumer behavior, the company said.
Starbucks founder and interim CEO Howard Schultz, who returned to the company in April, teased its forthcoming web3 initiative during this week’s earnings call with investors.
“We have been working on a very exciting new digital initiative that builds on our existing industry-leading digital platform in innovative new ways all centered around coffee and most importantly, loyalty, that we will reveal at Investor Day,” Schultz said.
The company had previously announced its plans to host its 2022 Investor Day in Seattle on September 13, 2022.
Schultz continued, “we believe this new digital web3-enabled initiative will allow us to build on the current Starbucks Rewards engagement model with its powerful spend to earn stars approach while also introducing new methods of emotionally engaging customers, expanding our digital third place community, and offering a broader set of rewards, including one-of-a-kind experiences that you can’t get anywhere else, integrating our digital Starbucks Rewards ecosystem with Starbucks-branded digital collectibles as both a reward and a community building element.
“This will create an entirely new set of digital network effects that will attract new customers and be accretive to existing customers in our core retail stores,” he added.
Though the details aren’t yet fleshed out, the approach here sounds potentially interesting — at least compared with some other corporate NFT projects (an admittedly low bar). The company hadn’t before clarified that the NFTs would be tied directly to Starbucks Rewards.
Currently, customers earn Stars with purchases in the app or at Starbucks stores, which can then translate into tangible rewards — like free drinks. It appears that the new NFTs will now be incorporated into part of this loyalty program, somehow. If customers were to “earn” the collectibles through everyday purchases, perhaps, that could potentially onboard more people to the web3 ecosystem. This is one of the challenges the space faces today, where purchases of digital art and collectibles often come at high costs and with sizable fees. What’s more, the digital program could give customers a reason to care about NFTs, if the rewards and so-called “one-of-a-kind” experiences ended up being something actually worth earning. (Of course, that remains to be seen.)
There is some indication that consumers are interested in easier ways to enter the web3 space, however. For example, the crypto rewards app Sweatcoin has become a breakout hit thanks to how it rewards users with “Sweatcoins” for every 1,000 steps they walk. The app this past quarter was No. 4 by global downloads and No. 6 by monthly active users on data.ai’s list of “Top Breakout Apps” — meaning, those that saw the largest absolute growth in downloads in the quarter. There’s also now a good handful of games offering play-to-earn models, which aim to tie a fun activity like gaming to cryptocurrencies or NFTs. These have seen more mixed success as some gamers are opposed to the idea.
During the call, Schultz also stressed the value of catering to the younger consumer. Though his comments were more of a reflection of Gen Z’s demand for Starbucks’ cold drinks and iced shaken espresso — which drove sales in the quarter — a web3-based loyalty program could serve as another way to attract younger consumers to the brand.
“We don’t want to be in a business where our customer base is aging and we have a less relevant situation with younger people,” Schultz said, before touting that the company has “never been, in our history, more relevant than we are today to Gen Z.”
“To me, that cohort is so powerful, and the attachment rate that we have with them and the loyalty is just building,” he added.
Starbucks posted strong earnings in the quarter, beating Wall Street’s expectations despite the economic challenges. The company reported revenue of $8.15 billion versus $8.11 expected, and earnings per share of 84 cents adjusted versus 75 cents expected.
Starbucks to unveil its web3-based rewards program next month

US App Store revenue from non-game apps just topped games for the first time

A major shift in the U.S. app economy has just taken place. In the second quarter of this year, U.S. consumer spending in non-game mobile apps surpassed spending in mobile games for the first time in May 2022 and the trend continued in June. This drove the total revenue generated by non-game apps higher for the quarter, reaching about $3.4 billion on the U.S. App Store, compared with $3.3 billion spent on mobile games.
After the shift in May, 50.3% of the spending was coming from non-game apps by June 2022, according to new findings in a report from app intelligence firm Sensor Tower. By comparison, games had accounted for more than two-thirds of total spending on the U.S. App Store just five years ago.
The trend was limited to the U.S. App Store and was not seen on Google Play, however. In Q2, games accounted for $2.3 billion in consumer spending on Google Play in the U.S., while non-game apps accounted for about $1 billion.
Image Credits: Sensor Tower
This shift in the U.S. app market is the most significant finding in the new report and demonstrates how successfully Apple has managed to create a subscription economy that allows a broader range of apps to generate sizable revenues.
The new data also supports this, as it shows it’s not only the biggest players that are benefiting from subscription revenue growth. In Q2 2022, 400 apps generated more than $1 million in consumer spending on the U.S. App Store, which is eight times the total from the same quarter in 2016. In addition, 61 U.S. App Store non-game apps generated at least $10 million in U.S. consumer spending in Q2 2022 — that’s more than the number of non-game apps that had generated $1 million+ in revenue in Q2 2016.
A handful of non-game apps also topped $50 million in U.S. consumer spending in the quarter, including YouTube, HBO Max, TikTok, Tinder, Disney+, Hulu and Bumble.
Image Credits: Sensor Tower
Subscriptions are the major revenue growth driver here, as non-game apps grew at nearly twice the rate  — at a 40% compound annual growth rate — since June 2014 compared with less than 20% for games, the report found.
The trend is a significant reversal of what mobile app spending looked like just a few years ago.
In 2019 and early 2020, for instance, mobile game spending growth was consistently higher than non-game spending. Game spending then surged again at the start of the COVID-19 pandemic. But by late 2020, non-game growth had caught up and the gap widened in 2021.
Image Credits: Sensor Tower
While non-games are enjoying their new dominance, it’s not all great news for the app economy in this most recent quarter. The report also found that U.S. app spending overall declined for the first time in Q2, following the wind down from the spike generated by the pandemic.
At the start of the pandemic (around April 2020), year-over-year growth in consumer spending had jumped from around 20%-30% in 2019 to 35%-55% over the next 12 months. But in May 2022, U.S. spending declined for the first time as consumers began to shift their dollars back to other non-mobile activities like restaurant dining and travel.
Despite this decline from the pandemic highs, consumer spending in Q2 2022 was still up 71% over Q2 2019.
In other key findings from the quarter, summer travel drove travel apps to record high downloads in the U.S. and U.K., and airline app downloads in these markets were up 30%+ compared with Q2 2019, before the pandemic.
Meanwhile, the top-five ticketing apps saw 10 million downloads, up 70%+ from Q2 2019 as consumers returned to concerts, sports games and other events.
Image Credits: Sensor Tower
Worldwide app downloads slowed also slowed in the quarter, as installs totaled 35 billion in Q2, down 2.5% year over year. App Store downloads fell 1.3% to 7.8 billion and Google Play installs dropped 3% to 27.2 billion.
The most downloaded non-game app worldwide was TikTok, which has held the top position eight times out of the past 10 quarters. It was followed by Instagram, Facebook, WhatsApp and Snapchat. TikTok (including Douyin in China on iOS) had 187 million downloads in the quarter.
The top mobile game globally was Subway Surfers, with over 80 million downloads — its highest total since 2014, and following the game’s maker Sybo’s acquisition by gaming giant Miniclip in June 2022. The number two title was Garena Free Fire with 70 million installs for the third quarter in a row.
China was still the larger contributor to iOS gaming revenue, despite a pause on game approvals in May 2022. In Q2, 65% of consumer spending on China’s App Store was on mobile games, while 35% was on non-game apps in Q2 2022 — percentages that remained unchanged from a year ago in June 2021. Japan’s App Store still generates the third-most gaming revenue on iOS and it maintained this position, though games’ share shrank a bit to 68% of the total spend, down from 70% in June 2021.
US App Store revenue from non-game apps just topped games for the first time

Kids and teens now spend more time watching TikTok than YouTube, new data shows

Kids and teens are now spending more time watching videos on TikTok than on YouTube.
In fact, that’s been the case since June 2020 — the month when TikTok began to outrank YouTube in terms of the average minutes per day people ages 4 through 18 spent accessing these two competitive video platforms. That month, TikTok overtook YouTube for the first time, as this younger demographic began averaging 82 minutes per day on TikTok versus an average of 75 minutes per day on YouTube.
In the years since, TikTok has continued to dominate with younger users. By the end of 2021, kids and teens were watching an average of 91 minutes of TikTok per day compared with just 56 minutes per day spent watching YouTube, on a global basis.
This new data is based on kids’ and teens’ use of TikTok and YouTube across platforms, which was compiled for TechCrunch by parental control software maker Qustodio using an analysis of 400,000 families who have accounts with its service for parental monitoring. The data represents their real-world usage of apps and websites, not an estimate.
And to be clear, these figures are averages. That means kids aren’t necessarily sitting down to watch an hour and a half of TikTok and an hour of YouTube every day. Instead, the data shows how viewing trends have changed over time, where some days kids will watch more online video than others, and will switch between their favorite apps.
However, the broader picture this data paints is one where the world’s largest video platform may be losing its grip on the next generation of web users — specifically, Gen Z and Gen Alpha. Gen Z is typically thought to include people born between the mid- to late-1990s and the 2010s. Meanwhile, Gen Alpha — a generation whose childhood was put on pause by Covid, then driven online — includes those born after the early to mid-2010s.
In a prior annual report, Qustodio had analyzed kids’ app usage and found that TikTok was nearing YouTube in terms of average time spent. However, that report examined the data in a somewhat clunky fashion. It had included early 2020 app usage in a report largely focused on 2019 trends — a decision the firm had made at the time in order to highlight the increased connectivity taking place at the beginning of the pandemic. The report also focused on a handful of top markets, rather than global trends.

Kids now spend nearly as much time watching TikTok as YouTube in US, UK and Spain

The new data, compiled upon TechCrunch’s request, has been cleaned up to provide a clearer picture of the year-over-year shift in video viewing trends among the web’s youngest users.
According to the firm’s findings, YouTube was still ahead in 2019 as kids and teens were spending an average of 48 minutes on the platform on a global basis, compared with 38 minutes on TikTok. But with the shift in usage that took place in June 2020, TikTok came out on top for 2020 as a whole, with an average of 75 minutes per day, compared with 64 minutes for YouTube.
This past year, the averages grew even further apart. In 2021, this younger demographic spent an average of 91 minutes per day on TikTok versus just 56 minutes on YouTube.
Image Credits: Qustodio data
Image Credits: Qustodio data
The firm also broke out metrics for leading countries like the U.S., the U.K. and Spain, which demonstrate an even more incredible shift on a regional basis, compared with the global trends. For example, U.S. kids and teens last year spent an average of 99 minutes per day on TikTok versus 61 minutes on YouTube. In the U.K., TikTok usage was up to a whopping 102 minutes per day, versus just 53 minutes on YouTube. These figures include both website and app usage, we should note.
YouTube, no doubt, is well aware of this shift in consumer behavior as are all other social app makers, including Meta and Snap. That’s why YouTube, Instagram, Facebook and Snapchat have all now copied TikTok’s short-form vertical video feed with their own products.
In YouTube’s case, that’s YouTube Shorts, a short video platform the company believes will prove to be a discovery engine that will drive users to its long-form product. The company recently touted that YouTube Shorts had topped 1.5 billion logged-in monthly users, and suggested that channels producing videos of different lengths were seeing gains in watch time. It didn’t, however, share any specific figures on that front.
YouTube’s first-party data, of course, takes into account a broader global audience — not just kids and teens. And it includes cross-platform usage on phones, tablets, the web, smart TVs, game consoles, connected devices and more.
But despite Shorts’ growing adoption per YouTube’s data, Qustodio’s research seems to indicate younger people have simply been opting for the short-form content provided by TikTok. At the same time, TikTok has been slowly pushing its user base to consume longer videos. This year, for instance, TikTok expanded the max video length to 10 minutes, up from its earlier expansion to 3 minutes. And while most TikTok videos are not multiple minutes long, the “optimal” video length for a TikTok video has been growing.
In 2020, TikTok told creators that 11 to 17 seconds was the sweet spot to find traction. In November 2021, it amended that to 21 to 34 seconds.
Over time, this could also help to drive up the average watch time on TikTok as well.
Qustodio’s larger annual report on digital trends indicates YouTube isn’t the only app to feel the impact of TikTok’s rise and the unique interests of Gens Z and Alpha. Young people use a different mix of apps than the generations before — like Roblox, for instance, which has been used by 56% of kids, or Snapchat, used by 82%. On average, they are totaling 4 hours of screen time per day, which includes educational apps.
The good news for YouTube, however, is that it’s still ahead of other video streaming services in terms of time spent.
Globally, kids spent 56 minutes per day on YouTube last year, ahead of Disney+ (47 min), Netflix (45 min), Amazon Prime (40 min), Hulu (38 min) and Twitch (20 min)
Kids and teens now spend more time watching TikTok than YouTube, new data shows

Consumers swap period tracking apps in search of increased privacy following Roe v. Wade ruling

Consumers are ditching their current period tracking apps in favor of what they perceive to be safer options in the wake of the Supreme Court’s Roe v. Wade decision that allows individual U.S. states to criminalize abortion. The app switching trend is impacting all manner of period tracking apps, including leading app Flo, which owns a 47% share of the period tracking app market in the U.S., according to data provided by Apptopia. The app may have both lost customers to rival apps while gaining new users from others over the weekend. Other apps are seeing similar trends.
The patterns of app switching indicate consumers are seeking increased privacy, as many of those gaining from this trend are companies that have made public statements in support of strengthened data security and privacy practices. But it’s also clear that consumers don’t necessarily have a good understanding of which apps to trust given that the current beneficiary of this increased switching activity is a potentially problematic app called Stardust, which had yet to implement its new privacy protections at the time it was making promises to users.
As a result of its claims, Stardust saw its daily average downloads increase by as much as 6,000% over the past weekend, Apptopia said. The relative newcomer to the period tracking market drew attention by promoting itself as a small, women-led team that wanted to provide users with a more secure app. Those claims resonated with consumers, driving the app to No. 1 on the App Store on Saturday. But in terms of data security, being a small team is not necessarily an advantage. TechCrunch found various data privacy issues with the version of the app that users downloaded over the weekend, including its sharing of users’ phone numbers with a third party.

Period tracker Stardust surges following Roe reversal, but its privacy claims aren’t airtight

Despite these issues, app intelligence firm Sensor Tower said the app gained 82% of its total 400,000+ lifetime installs this past Saturday through Sunday.
Another top app, Clue, also benefited from consumers seeking alternatives. Apptopia found Clue’s app saw a 2,200% increase in installs over the weekend after it made comments in the press that it won’t divulge sensitive information to states. Sensor Tower reported Clue had also reached its highest-ever rank on Saturday as the No. 15 overall free app on the App Store. It has since dropped to No. 93, which suggests the rank change had been the result of a surge of app switchers.
Image Credits: Clue
Several other apps saw increased installs on Saturday, June 25, too. Compared with the month of June, Glow’s ovulation app saw its average daily downloads jump 21% and its period tracker Eve saw average daily installs increase 83%, Apptopia said. An app called Natural Cycles – Birth Control saw average daily installs rise 53%; another called Period Tracker by GP Apps saw a 17% increase; and the app Femometer saw a 10% increase. Single-digit increases were also seen in apps, including My Calendar – Period Tracker and Ovia Fertility & Cycle Tracker, the firm found.
Finally, leading app Flo moved up slightly on Saturday as a result of the app switching activity. Flo jumped from No. 197 on June 23 before the ruling to No. 187 on Saturday, June 25, Sensor Tower said. It’s now moved up more to No. 180 as of the time of writing. It’s worth noting that Flo’s average daily installs had been on the decline for several months, Apptopia had reported — in part, likely due to news of its 2021 settlement with the FTC over earlier privacy violations. That indicates consumers had been thinking about data privacy well before the Supreme Court ruling.
Image Credits: Flo (opens in a new window)
After the court’s decision on Friday, Flo issued a statement in hopes of stemming the tide of app switchers or those inclined to delete their accounts. It said:
Flo will always stand up for the health of women, and will do everything in its power to protect the data and privacy of our users. To add to our security measures already in place (read more about that here), we will soon be launching a new feature called “Anonymous Mode” – an option that allows users to remove their personal identity from their Flo account. Lastly, Flo will never require a user to log an abortion or offer details that they feel should be kept private, and users can delete their data at any time. We firmly believe that our users deserve complete control over their data and we are here to support our users every step of the way.
Clue also issued a lengthy response to Roe v. Wade on its website, which stressed its adherence to strict European data privacy laws and use of encryption. GP Apps, the maker of Period Tracker, published a strong statement, as well, though its privacy policy indicates that it would comply with legal requests and subpoenas. (However, it noted that consumers can opt to use its account without an online account, which would then only store data locally on the user’s device.) Other companies have published statements on their websites and social media accounts, as well.
But without a deeper analysis of each company’s privacy policy and more sophisticated testing of each app’s privacy and security protections, it’s hard to recommend that the use of any third-party period tracking app is a 100% safe decision at this time, regardless of their statements and claims.
One possible solution to this problem is to simply use Apple’s Health app alone for the time being, where end-to-end encryption of users’ Health records is available through iCloud. Unfortunately, data on Apple’s first-party apps isn’t available, so we’ll never know how many consumers made this choice.

Supreme Court overturns Roe v. Wade: Should you delete your period-tracking app?

Consumers swap period tracking apps in search of increased privacy following Roe v. Wade ruling