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.
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…
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.
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
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
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.
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.