Teens and Video Games Today
85% of U.S. teens say they play video games. They see both positive and negative sides, from making friends to harassment and sleep loss.
Numbers, Facts and Trends Shaping Your World
85% of U.S. teens say they play video games. They see both positive and negative sides, from making friends to harassment and sleep loss.
About a quarter of U.S. adults regularly watch religious services online or on TV, and most of them are highly satisfied with the experience. About two-in-ten Americans (21%) use apps or websites to help with reading scripture.
Majorities of teens credit social media with strengthening their friendships and providing support while also noting the emotionally charged side of these platforms.
Asked to “imagine a better world online,” experts hope for a ubiquitous – even immersive – digital environment that promotes fact-based knowledge, offers better defense of individuals’ rights, empowers diverse voices and provides tools for technology breakthroughs and collaborations to solve the world’s wicked problems.
Public views are tied to how these technologies would be used and what constraints would be in place.
Majorities of adults say they would be open to participating in some parts of the process of identifying and isolating coronavirus victims, but others are reluctant to engage fully with public health authorities.
Two-thirds of parents in the U.S. say parenting is harder today than it was 20 years ago, with many citing technologies – like social media or smartphones – as a reason.
Smartphone users in emerging economies – especially those who use social media – tend to be more exposed to people with different backgrounds and more connected with friends they don’t see in person.
Access to mobile phones and social media is common across emerging economies. People around the world see certain benefits from these technologies, yet there are also concerns about their impact on children.
While many technology experts and scholars have concerns about the social, political and economic fallout from the spread of digital activities, they also tend to report that their own experience of digital life has been positive.
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