presentation | Nov 2, 2008
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...
report | Oct 14, 2008
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.
report | Oct 6, 2008
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
report | Sep 16, 2008
Nearly all American teens play computer, console, or cell phone games and teens' gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
report | Sep 16, 2008
I was sitting in my friend's living room, watching his daughters play with the family's Wii. In many way these girls are living examples of some of the main findings of a new research report issued today in partnership with the MacArthur Foundation
report | Feb 6, 2008
All virtual worlds are 3-D internet tools where people interact and communicate using avatars, however, some virtual worlds track more faithfully to the real world than others.
report | Nov 21, 2007
While South Korea has launched a boot camp for internet addicts, don't expect any in the U.S. too soon.
report | Nov 19, 2007
Is video gaming becoming the next family bonding activity?
report | Oct 24, 2007
Ed Castronova offers insights into the rise of virtual identities through online games and raises questions about the future of interpersonal communication.
report | Sep 19, 2007
83% of online Americans say they have used the internet to seek information about their hobbies and 29% do so on a typical day.