presentation | Nov 2, 2008

Teens, Video Games and Civics: What the Research is Telling Us

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

Modding: Games and Web 2.0

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

One third of video gaming teens use cheats

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

Teens, Video Games and Civics

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

New Pew Internet/MacArthur Report on Teens, Video Games and Civics

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

Virtual World Continuum

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

Boot Camp for Internet Addicts?

While South Korea has launched a boot camp for internet addicts, don't expect any in the U.S. too soon.

report | Oct 24, 2007

Online Games

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

Hobbyists Online

83% of online Americans say they have used the internet to seek information about their hobbies and 29% do so on a typical day.

Refine Your Results