The Future of Gamification
Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.
Game mechanics like rewards and feedback loops are gaining ground in digital life and many experts think they will spread widely to key domains like education and health by 2020. Others worry about a darker side.
65% of internet users have paid to access or download some kind of digital content. Music and software are the most common kinds of content purchased.
As the digital world has expanded far beyond the desktop, consumers can now choose from an array of devices capable of satisfying their need for “anytime, anywhere†access to news, information, friends and entertainment.
This week we filed a public comment in response to the Federal Communications Notice of Inquiry on the issue of "Empowering Parents and Protecting Kids in an Evolving Media Landscape."
Slides about teen content creators, shown at The Power of Youth Voice: What Kids Learn When They Create With Digital Media.
At a Federal Trade Commission brownbag, Amanda Lenhart reviewed four years of Pew Internet data on youth and mobile phones as well as Pew findings on youth and video games.
Aimed at the business side of the video game world, this talk outlines recent demographics on teen and adult video game play, discusses parents as gatekeepers to teen game play and parents' behavior, attitudes and concerns around games. Finally, t...
The data set for our 2008 survey on teens, gaming and civic engagement is now posted for download on our site.
CBS News found adult gamers to illustrate their coverage of our study (and "White Wedding" will never be the same for me).
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.