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Presentation
Nov 2, 2008Amanda Lenhart
In this presentation, Amanda discusses the Teens, Video Games and Civics report in-depth. She covers the basic demographics of teen gamers and the game-playing habits of American youth, as well as the social nature of game play and the relationshi...
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More in: Teens, Gaming, Politics
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Report
Dec 7, 2008Amanda Lenhart, Sydney Jones, Alexandra Macgill
Over half of American adults play video games, and four in five young adults play games. Computers are the most popular gaming device, though young adults prefer gaming consoles. Virtual worlds only draw a small crowd.
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More in: Gaming, Families, Teens
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Report
Jan 7, 2007Amanda Lenhart, Mary Madden
More than half (55%) of all online American youths ages 12-17 use online social networking sites.
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More in: Teens, Social Networking
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Report
Dec 19, 2007Amanda Lenhart, Mary Madden, Aaron Smith, Alexandra Macgill
More teens are creating and sharing material on the internet. 28% of online teens have blogs, up from 2004 with growth fueled almost entirely by girls. "Super communicators" rise as email fades as a tool for teens.
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More in: Teens, Social Networking, Blogs, Video, Mobile, Web 2.0
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Report
Apr 18, 2007Amanda Lenhart, Mary Madden
The majority of teens actively manage their online profiles to keep the information they believe is most sensitive away from the unwanted gaze of strangers, parents and other adults.
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More in: Teens, Social Networking, Identity, Safety
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Report
Jul 27, 2005Amanda Lenhart, Paul Hitlin, Mary Madden
Today’s American teens live in a world enveloped by communications technologies; the internet and cell phones have become a central force that fuels the rhythm of daily life.
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More in: Teens, Email
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Presentation
Aug 16, 2007Amanda Lenhart
After covering the basics of internet use, this keynote walks the viewer through a timeline of technology in the life of a high school senior and reflects on the technological realities of their lives today.
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More in: Teens
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Presentation
Aug 2, 2007Mary Madden
This presentation examines technology use by young patrons and suggests how the behavior and expectations of young internet users might shape the libraries of the future.
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More in: Teens, Libraries, Web 2.0
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Commentary
Oct 14, 2008Amanda Lenhart
When scholars discuss elements of gaming that hold promise for engaging youth and connecting games to learning, one thing they often point to is modding.
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More in: Gaming, Web 2.0
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Commentary
Oct 6, 2008Amanda Lenhart
Deep in our recent report Teens, Video Gaming and Civics was a nugget about cheats. Not cheat-ing, but the use of "cheats" or codes to open additional content in the game
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More in: Teens, Gaming