Android’s Digital Wellbeing chart separates how long an app stayed visible from how often it was opened. These figures answer different questions, so a higher opening count does not automatically mean longer use or more rounds played. The comparison below is fictional and does not represent real user telemetry, account activity, or game sessions.
What each Digital Wellbeing measure means
Digital Wellbeing distinguishes on-screen duration, device unlocks or app openings, and received alerts. They describe time, frequency and notifications respectively, not a single combined score. See the official Android Digital Wellbeing guidance for the chart’s definitions.
Hypothetical worked comparison
| App | Screen time | Times opened | Notifications |
|---|---|---|---|
| Puzzle app | 40 minutes | 2 | 4 |
| Reading app | 10 minutes | 5 | 0 |
In this explicitly hypothetical example, the puzzle app has 30 minutes more screen time: 40 minus 10 equals 30. It was opened three fewer times: 5 minus 2 equals 3. Therefore, the puzzle app shows longer total on-screen duration but fewer openings. The reading app’s five openings do not prove five reading sessions of any particular length, and the puzzle app’s two openings do not prove two game rounds.
The four puzzle notifications could arrive during either visit or between them; this table cannot reconstruct their timing.
How to compare the figures fairly
Compare the same device, day, and metric before drawing a conclusion. Use screen time when the question is duration. Read the chart level too: a device unlock is not the same event as opening one named app. Use notifications only to describe alerts, not attention or time spent. Device and Android-version layouts can vary, so the location or wording may differ. For a personal comparison, write the column heading beside each number. A note saying only five versus two discards the unit and changes the question. The chart does not establish gameplay rounds, reading quality or intention.