For more information, see Lee Rainie's article: Smartphone Ownership Update: September 2012
Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
Oct 8, 2012
Smartphone Use Infographic, via Pew Internet and American Life Project
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
"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.
View more presentations from Lee Rainie.
SoCon11 Attendees
SoCon11 Speakers
Sep 16, 2008
Videogames, Teens, and.... Civic Education?
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. "
Teens, Video Games, and Civics pdf
-Pew Internet & American Life
The Civic Potential of Video Games pdf
I'll post more later!
