The Future of Internet Gamification
Interactive games that reward participants with points, badges and discounts are on the rise. Experts believe they will spread widely to key areas, such as education and health by 2020. Others worry about a darker side.
Cash for Content Online
Nearly two-thirds of internet users have paid to download or access online content, ranging from music to games to news articles.
The cell phone — by a wide margin — is the most commonly owned piece of personal technology. Three-quarters of the public own a computer and nearly half own an mp3 player, while e-books remain a niche item. The average adult owns three of the seven gadgets asked about in the survey.
Video Games: Adults are Players Too
Video games aren’t just child’s play; more than half of adults and about a quarter of seniors are digital gamers too.
Teens, Video Games and Civics
The first nationally representative study of teen video game play and civic engagement looks at which teens are playing what games, the equipment they use, the social context of their play, and the role of parents and parental monitoring.