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.”
Americans' attitudes toward games – and the people who play them – are complex and often uncertain.
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.
An overview of Pew Internet's latest findings about technology adoption, with an emphasis on mobile use, social networks, and gaming.
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 â€œanytime, anywhereâ€ access to news, information, friends and entertainment.
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.