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Truecaller Crosses 500mn Mark, 150mn Daily Users

Truecaller on Wednesday announced it has crossed the 500 million mark in terms of downloads

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Truecaller, which recently introduced loans as a part of its Truecaller Pay feature, also dismissed validity of reports that it reads user SMSs to create a credit scoring without users’ consent. Wikimedia Commons

Swedish caller identification app Truecaller on Wednesday announced it has crossed the 500 million mark in terms of downloads and now has 150 million daily active users globally.

With its offices in Bengaluru, Gurugram and Mumbai, more than half of the company’s employees are from India.

The 150 million daily active users achievement makes Truecaller the most used communication app in India after apps like WhatsApp and Facebook Messenger, the company said in a statement.

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Truecaller on Wednesday announced it has crossed the 500 million mark. Wikimedia Commons

“This is a very significant achievement. 150 million daily active users and 500 million downloads is extraordinary. These milestones underline the faith and trust our users have in our brand,” said Alan Mamedi, CEO and Co-founder, Truecaller.

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Recently, the company announced it has crossed one million paying subscribers globally and has added a series of new features to its paid subscription service, Truecaller Premium. (IANS)

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71% Parents Feel That Video Games May Have Positive Impact on Kids

71% parents believe video games good for teens

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86 per cent of parents agree that teeagers spend too much time on video games. Pixabay

Seventy-one per cent of parents believe that video games may have a positive and healthy impact on their kids’ lifestyle, while 44 per cent try to restrict video game content, says a new study.

According to the CS Mott Children’s Hospital National Poll on Children’s Health in US, 86 per cent of parents agree that teeagersspend too much time gaming. Parents also reported very different gaming patterns for teenage boys than girls.

Twice as many parents said that their teen boy plays video games every day compared to parents of teen girls. Teen boys are also more likely to spend three or more hours gaming.

“Although many parents believe video games can be good for teens, they also report a number of negative impacts of prolonged gaming,” said poll co-director Gary Freed from University of Michigan.

Video Games
Parents can play an important role by setting clear rules about appropriate content and how much time is too much time spent on video games. Pixabay

“Parents should take a close look at their teen’s gaming behaviour and set reasonable limits to reduce harmful impacts on sleep, family and peer relationships and school performance,” Freed added.

Overall, parents surveyed said that gaming often gets in the way of other aspects of their teen’s life, such as family activities and interactions (46 per cent), sleep (44 per cent), homework (34 per cent), friendship with non-gaming peers (33 per cent) and extracurricular activities (31 per cent).

Parents of teens ages 13-15 (compared to those with older teens) are more likely to use rating systems to try to make sure games are appropriate (43 per cent versus 18 per cent), encourage their teen to play with friends in person rather than online and to ban gaming in their teen’s bedroom.

Parents polled also use different strategies to limit the amount of time their teen spends gaming, including encouraging other activities (75 per cent), setting time limits (54 per cent), providing incentives to limit gaming (23 per cent) and hiding gaming equipment (14 percent).

The researchers noted that while gaming may be a fun activity in moderation, some teens -such as those with attention issues — are especially susceptible to the constant positive feedback and the stimulus of video games.

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This may lead to prolonged play that is disruptive to other elements of a teen’s life, the researchers added.

“Parents can play an important role by setting clear rules about appropriate content and how much time is too much time spent on video games,” Freed said. (IANS)