presentation | Apr 10, 2009
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...
presentation | Mar 27, 2009
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...
report | Jan 28, 2009
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.
report | Jan 14, 2009
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.
presentation | Jan 9, 2009
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.
report | Dec 29, 2008
The data set for our 2008 survey on teens, gaming and civic engagement is now posted for download on our site.
report | Dec 7, 2008
Over half of American adults play video games, and four in five young adults play games. Computers are the most popular gaming device, though young adults prefer gaming consoles. Virtual worlds only draw a small crowd.
report | Nov 17, 2008
The Internet Safety Task Force, has spent the last year looking at online safety, including pre-existing research, research gaps and available solutions. As a part of the process, Andrew S...
presentation | Nov 2, 2008
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...
report | Oct 14, 2008
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.