Search results
Results from the WOW.Com Content Network
Video games are commonly marketed towards younger audiences, and in a 2008 Pew Research Center study, 97% of teenagers from ages 12 to 17 played video games, with games featuring violent content generally among the preferred types of games these minors played. [9]
According to Pew Research Center, 49% of adults have played a video game at some point in their life and those who have are more likely to let their children or future children play. Those who play video games regularly are split roughly equally between male and female, but men are more likely to call themselves a gamer. [5]
One report of her findings is "Teens, Video Games and Civics", published in 2008. [38] [39] According to Lenhart, "gaming is nearly universal among teens, with 97% of American youth 12 to 17 playing computer, console, portable or cell phone games." The study found that half of teens play games on any given day, usually for about an hour.
The majority of U.S. teenagers and a third of adults use TikTok, according to the Pew Research Center. Most people use it to watch entertaining, short-form videos.
According to a Pew Research Center poll of 11,201 Americans conducted between July 31 and Aug. 6, 52% of respondents said they were more concerned than excited about AI.
Meltwater's research shows that there was a 119% increase in mentions of millennials and cringiness from November 1, 2022, to October 31, 2023, compared to the 12 months prior, while online ...
Gaming's popularity among communities of color changed significantly over a short period of time: while a 2009 study found that 73.9% of white parents said their children play video games, compared to 26.1% of nonwhite parents, [3] a 2015 result showed that 83% of black teens and 69% of Hispanic teens played video games while white teens ...
Polling in 2015 by the Pew Research Center showed 16% of adults who play video games believe most games portray women poorly, compared to 26% who disagree, and 34% who say it depends on the game. Among those who do not play, 55% are unsure if games portray women poorly. Minimal differences were seen between male and female responses. [162]