The Future of Gamification
Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.
65% of internet users have paid for online content
65% of internet users have paid to access or download some kind of digital content. Music and software are the most common kinds of content purchased.
Americans and their gadgets
As the digital world has expanded far beyond the desktop, consumers can now choose from an array of devices capable of satisfying their need for â€œanytime, anywhereâ€ access to news, information, friends and entertainment.
FCC Comment: Empowering Parents and Protecting Children
This week we filed a public comment in response to the Federal Communications Notice of Inquiry on the issue of “Empowering Parents and Protecting Kids in an Evolving Media Landscape.”
Teen Content Creators
Slides about teen content creators, shown at The Power of Youth Voice: What Kids Learn When They Create With Digital Media.
Teens, Mobile and Games
At a Federal Trade Commission brownbag, Amanda Lenhart reviewed four years of Pew Internet data on youth and mobile phones as well as Pew findings on youth and video games.
Cheats for Marketers: Fresh Demographics on Teen and Adult Game Play & How Games Can Teach Kids to Be Good Citizens
Aimed at the business side of the video game world, this talk outlines recent demographics on teen and adult video game play, discusses parents as gatekeepers to teen game play and parents’ behavior, attitudes and concerns around games. Finally, t…
Teens and Gaming Data Set Posted
The data set for our 2008 survey on teens, gaming and civic engagement is now posted for download on our site.
Adult Gamers in Action
CBS News found adult gamers to illustrate their coverage of our study (and “White Wedding” will never be the same for me).
Adults and Video Games
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.