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.
All virtual worlds are 3-D internet tools where people interact and communicate using avatars, however, some virtual worlds track more faithfully to the real world than others.
More teens are creating and sharing material on the internet. 28% of online teens have blogs, up from 2004 with growth fueled almost entirely by girls. "Super communicators" rise as email fades as a tool for teens.
Is it possible to end the opposition between books and the internet?
Is video gaming becoming the next family bonding activity?
How is Facebook planning to make money?
Parents view the internet less favorably than in 2004, yet are still engaged with their children's media consumption. Teens are more likely than their parents to say tech devices are helpful.
Everyone has a friend or two who takes that much longer to respond to emails because they just don't ever check their accounts, who don't want to join social networks and who never pop up on IM and gmail-chat. What happens when you fall in love w...