Teens, Video Games and Civics
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.
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.
As gadgets with digital audio capability proliferate, podcast downloading continues to increase. Currently, 19% of all internet users say they have downloaded a podcast.
Beijing Olympics fans are going online to find the videos they want, when they want them.
The Library of Congress invited Michael Wesch to deliver the third of four "Digital Natives" lectures. Wesch, creator of the world-famous YouTube video, "The Machine is Us/ing Us," presented the "Anthropology of YouTube" to a packed, fascinated ...
The internet plays an important role in how people conduct research for purchases, but it is just one among a variety of sources people use and usually not the key factor in final purchasing decisions.
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.
In the midst of dismal data from the recording industry there are still occasional glimmers of silver lining.
48% of internet users have been to video-sharing sites such as YouTube and the daily traffic to such sites on a typical day has doubled in the past year.
Barack Obama makes an early play for "YouTube moment of the 2008 campaign"
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.