Research in the Crowdsourcing Age, a Case Study
How scholars, companies and workers are using Mechanical Turk, a ‘gig economy’ platform, for tasks computers can’t handle.
Social Media and the Workplace
Workers turn to social media for a range of reasons while at work, with taking a mental break and connecting with friends and family being among the most common.
Shared, Collaborative and On Demand: The New Digital Economy
The sharing economy and on-demand services are weaving their way into the lives of many Americans, raising difficult issues around jobs, regulation and the potential emergence of a new digital divide.
Libraries and Learning
Most Americans think that local libraries serve the educational needs of their communities and families well. But many do not know about key education services libraries provide.
How will the Internet of Things look by 2025?
Lee Rainie will present findings from Pew Research Center’s report titled “The Internet of Things Will Thrive by 2025” to the American Bar Association Section of Science & Technology law on March 30, 2016.
Lifelong Learning and Technology
A large majority of Americans seek extra knowledge for personal and work-related reasons. Digital technology plays a notable role in these knowledge pursuits, but place-based learning remains vital to many.
15% of American Adults Have Used Online Dating Sites or Mobile Dating Apps
The share of 18- to 24-year-olds who report having used online dating has nearly tripled in the past two years, while usage among 55- to 64-year-olds has doubled.
Who plays video games in America?
Though the majority of Americans think most video games players are men, equal numbers of men and women report playing video games. Yet, men are twice as likely to call themselves “gamers.”
Home Broadband 2015
The share of Americans with broadband at home has plateaued: It now stands at 67%, down slightly from 70% in 2013. At the same time, more Americans rely only on their smartphones for online access.
Gaming and Gamers
Americans’ attitudes toward games – and the people who play them – are complex and often uncertain.