Teens, Mobile and Games
At a Federal Trade Commission brownbag, Amanda Lenhart reviewed four years of Pew Internet data on youth and mobile phones as well as Pew findings on youth and video games.
At a Federal Trade Commission brownbag, Amanda Lenhart reviewed four years of Pew Internet data on youth and mobile phones as well as Pew findings on youth and video games.
This presentation dives into the demographics of teen and adult social network users and looks at how youth use of social networks compares to use by adults, both in frequency, but also in purpose and behavior.
This talk surveys the current research on cyberbullying and online harassment, pulling in Pew Internet data as well as the work of the Crimes Against Children Research Center at the University of New Hampshire, Internet Solutions for Kids and othe...
The Family Online Safety Institute convened the Wireless Online Safety Conference to examine issues around youth, mobile phones and safety. Amanda Lenhart sets the scene with this presentation, sharing 5 years of Pew Internet data on teens and cel...
This talk presents an overview of Pew Internet project data on teens and social media, including teen tech tool ownership, communication patterns over social networks and mobile phones as well analysis of how young adults 18-29 seeking health info...
Aimed at the business side of the video game world, this talk outlines recent demographics on teen and adult video game play, discusses parents as gatekeepers to teen game play and parents' behavior, attitudes and concerns around games. Finally, t...
Over half of the adult internet population is between 18 and 44 years old. But larger percentages of older generations are online now than in the past, and they are doing more activities online.
The share of adult internet users who have a profile on an online social network site has more than quadrupled in the past four years -- from 8% in 2005 to 35% at the end of 2008.
This presentation pulls together the latest Pew Internet data about how teens use the internet, their cell phones, and other technology. It explores how the world of digital natives is different from their predecessors.
The data set for our 2008 survey on teens, gaming and civic engagement is now posted for download on our site.