Today’s American teens live in a world enveloped by communications technologies; the internet and cell phones have become a central force that fuels the rhythm of daily life.
54% of parents with teenagers use internet filters – a big jump from 2000. Yet both teens and parents believe that youth do things online that their parents would not like.
The presentation outlines three main groups, roughly aligned with the constituencies of a college or university website–teens/prospective students, current students and parents–and discusses the online nature, behaviors and beliefs of these groups.
This is a report of a study of college students’ use of electronic, video and online games. Seventy percent of college students surveyed reported playing games at least once in a while. The academic and social impacts of gaming are discussed.
Data provided by comScore Networks detailing the kinds of Web sites that are particularly appealing to college students, and the kinds of sites where a high proportion of shoppers are college students.