Showing posts with label Pew Internet. Show all posts
Showing posts with label Pew Internet. Show all posts

Oct 8, 2012

Smartphone Use Infographic, via Pew Internet and American Life Project

The Pew Internet & American Life Project website is a treasure trove of statistics about the use of the internet and related technologies.  I especially like the following infographic which outlines how smartphone ownership has reached the "tipping point".  My hunch is that this will lead to some bigger changes in our future!

For more information, see Lee Rainie's article: Smartphone Ownership Update:  September 2012



Feb 22, 2011

How Social Can News Get? SoCon11 Presentation by Lee Rainie, Pew Internet Project

If you'd like to learn more about social media,  take a look at the following presentation from the recent SoCon11 conference, "How social can news get?", by Lee Rainie,  Director of the Pew Internet Project:


"Lee Rainie, Director of the Pew Internet Project, discusses the Project’s latest findings at the SoCon11 conference. He goes through trends in social media use in the last five years of the Project’s data. He explores how the turn to pervasive, participatory, personal, and portable news changes the way news consumers and producers behave and think about the role of news in their lives." - Pew Internet and American Life Project


Quite a few topics were covered at the conference, which can be found on the SoCon11 Agenda site.

Sep 16, 2008

Videogames, Teens, and.... Civic Education?

Videogames have become a serious target for study by researchers. If youhaven't played a video game in years, you might be surprised at the results of a recent study by the Pew Internet & American Life Project and the Civic Engagement Research Group at Mills College.

Major New Study Shatters Stereotype of Teens and Video Games: Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
- MacArthur Foundation

From the above article:

"A focus of the survey was the relationship between gaming and civic experiences among teens. The goal was to test concerns that gaming might be prompting teens to withdraw from their communities. It turns out there is clear evidence that gaming is not just an entertaining diversion for many teens; gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:

  • 52% of gamers report playing games where they think about moral and ethical issues.
  • 43% report playing games where they help make decisions about how a community, city or nation should be run.
  • 40% report playing games where they learn about a social issue. "
"Moreover, the survey indicates that youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others are to go online to get information about current events, to try to persuade others how to vote in an election, to say they are committed to civic participation, and to raise money for charity."

Teens, Video Games, and Civics pdf
-Pew Internet & American Life

The Civic Potential of Video Games pdf

I'll post more later!