report | May 18, 2012

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.

report | Oct 14, 2010

Americans and their gadgets

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.

presentation | Nov 18, 2009

Teen Content Creators

Slides about teen content creators, shown at The Power of Youth Voice: What Kids Learn When They Create With Digital Media.

presentation | May 28, 2009

Teens, Mobile and Games

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.

report | Dec 29, 2008

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.

report | Dec 12, 2008

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).

report | Dec 7, 2008

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.

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