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Overview

The goal of this study was to learn about college students’ use of video, computer and online games, and to determine the impact of that use on their everyday life. Surveys were randomly distributed to college students at a wide range of two-year and four-year public and private colleges and universities in the continental United States. All of those surveyed reported to have played a video, computer or online game at one time or another. Seventy percent (70%) of college students reported playing video, computer or online games at least once in a while, and 65% of college students reported being regular or occasional game players. College student gamers’ reported hours studying per week were similar to those reported by college students in general. Gaming is leading today’s college students toward considering interaction as a routine component of entertainment.

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DATA POINT

12%

of readers of e-books borrowed an e-book from the library in the past year.

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Copyright 2013

The Pew Research Center's Internet & American Life Project is one of seven projects that make up the Pew Research Center. The Center is supported by The Pew Charitable Trust.