Online Games
Ed Castronova offers insights into the rise of virtual identities through online games and raises questions about the future of interpersonal communication.
Numbers, Facts and Trends Shaping Your World
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Ed Castronova offers insights into the rise of virtual identities through online games and raises questions about the future of interpersonal communication.
An article in the Archives of Pediatrics and Adolescent Medicine asks how adolescents spent their time, specifically looking at gaming in relation to other online and offline activities, and the relationship between time spent in various ac…
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…
83% of online Americans say they have used the internet to seek information about their hobbies and 29% do so on a typical day.
International fans of Pandora’s streaming online music service will have to deal with a rude awakening this week when the company is forced to disable accounts based outside of the U.S. due to licensing issues.
This presentation covers the technology world of teenagers and college students and discusses six realities of the lives of “digital natives” that are especially important for their institutions and their teachers to know.
Watching the online gamers in China
That’s the percentage of of dog owners who say they consider their pet to be a member of their family, according to a Pew Research Center survey. And most cat owners (78%) feel the same way.
In China, how three big issues — digital divides, internet cafes, and online games — are spilling into each other.
That’s the portion of Gen Nexters — Americans ages 18-25 — who say they play games that can be hooked up to a television such as PlayStation, Xbox or GameCube. Roughly one-third of the preceding generation of Gen Xers (35%) play these types of games.
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