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Research On Gaming

Video games are a significant part of the entertainment landscape for a majority of teens and adults. Games serve many purposes: a source of escape, of challenge, of social interaction with friends and family.

All Research: Gaming

2008

  • Media Mention

    ‘Loner' image out: For teens, video games often social

    Sep 17, 2008

    "Breaking news: Teens play video games. A lot.

    But it might not always be so bad for them.

    That's one conclusion of a new report examining teens' gaming habits, socializing, and civic engagement.

    While the study found that 99 percent of teenage boys and...

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    More in: Teens, Gaming

  • Commentary

    New Pew Internet/MacArthur Report on Teens, Video Games and Civics

    I was sitting in my friend's living room, watching his daughters play with the family's Wii. In many way these girls are living examples of some of the main findings of a new research report issued today in partnership with the MacArthur Foundation

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    More in: Teens, Gaming, Politics

  • Media Mention

    Survey: Nearly every kid a video gamer

    Sep 16, 2008

    "Katherine Graden doesn't really like shoot-'em-up video games. She prefers games on her Wii system that test her fitness and agility — the ones her guy friends tease are her "sissy games."

    "I'm like, `Fine! Go play your violent games. I'll stick with...

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    More in: Teens, Gaming

  • Media Mention

    Are Video Games Actually Good For Kids?

    Sep 16, 2008

    "Working on a story about video games means going to the experts. So Sieberg asked two teenage girls: "Are video games cool?"

    One said, "Well, yeah, there are many definitions of 'cool."

    But what's cool for parents is that a new study finds that all th...

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    More in: Gaming, Politics, Teens

  • Report

    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.

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    More in: Teens, Gaming, Politics, Families, Communities

  • Commentary

    Virtual World Continuum

    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.

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    More in: Communities, Gaming

  • Data Set

    February 2008 - Teen Gaming and Civic Engagement

    This data set contains questions about teens and gaming (the types of games they play, how often they play them, the platforms they play them on, and who they play them with) as well as questions about teens and involvement in civic activities. It wa...

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    More in: Teens, Gaming

2007

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The Pew Research Center's Internet & American Life Project is one of seven projects that make up the Pew Research Center. The Center is supported by The Pew Charitable Trust.