In this presentation, Amanda discusses the Teens, Video Games and Civics report in-depth. She covers the basic demographics of teen gamers and the game-playing habits of American youth, as well as the social nature of game play and the relationshi…
When scholars discuss elements of gaming that hold promise for engaging youth and connecting games to learning, one thing they often point to is modding.
Deep in our recent report Teens, Video Gaming and Civics was a nugget about cheats. Not cheat-ing, but the use of “cheats” or codes to open additional content in the game
As in two preceding tests, a new survey shows that including cell phone interviews results in slightly more support for Obama and slightly less for McCain.
Nearly all American teens play computer, console, or cell phone games and teens’ gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
I was sitting in my friend’s living room, watching his daughters play with the family’s Wii. In many way these girls are living examples of some of the main findings of a new research report issued today in partnership with the MacArthur Foundation
Pew Internet Project data is quoted in an AP story about how John McCain is not a frequent internet user, so I thought I’d highlight some sources for people who…
This presentation covers basic internet connectivity statistics before launching into a discussion of the major online safety issues. Broken down into issues of online contact vs online content, the talk shares data on online stranger contact, sex…
This presentation pulls together Pew Internet Project research about teenagers’ online activities, their behavior on social networking sites such as Facebook and MySpace, and their Web 2.0 content creation activities. It covers the threats posed b…