Posts Tagged ‘young adults’

Pew Internet Study - All teens are gamers

Wednesday, September 17th, 2008

Pew Study on Youth Gaming

The Pew Internet project, an initiative of the non-profit think-tank Pew Center today released the results of a nationwide U.S. survey on youth and gaming, called “Teens, Video Games, and Civics.” The authors interviewed over 1,000 youth.  For those of us in the space, the broad conclusions are not surprising.  The study found that 97% of teens ages 12-17 play computer, web, portable, or console games.  But more detailed cuts of the data highlight some interesting facts:

For example, 65% of game-playing teens play with other people who are in the room with them.  Also, 27% play games with people who they connect with through the Internet.  Clearly, gaming is increasingly becoming a social experience for youth, a way to transplant offline relationships online, or to form ones entirely.

Also, the survey found that the game play characteristics in which teens play games are correlated to their interest and engagement in civic and political activities.  We’ve often talked about the importance of serious games, which serve some underlying purpose other than pure entertainment.  The writers of the report, note,

“Longitudinal and quasi-experimental studies have identified a set of civic learning opportunities (such as simulations of civic or political activities, helping others, and debating ethical issues) that promote civic outcomes among youth. Many of these civic learning opportunities parallel particular elements of video game play.”

The offline-online dynamics of serious game play are fascinating in terms of thinking about games that we can build that reflect the real world, but that also carry meaning past the game itself, into the real world.  This includes building context for kids and teens in important areas like political activism, charity, and social awareness.

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Video Game Improves Cancer Treatment For Young Adults

Monday, August 4th, 2008

Gamasutra and the SF Chronicle today discuss the findings of a non-profit called HopeLab, founded in 2001, concluding that video games can help encourage young people with cancer to take their medications more consistently.  Dr. Steve Cole, who helped direct the study, wrote,

“We now know that games can induce positive changes in the way individuals manage their health.  The game not only motivates positive health behavior; it also gives players a greater sense of power and control over their disease — in fact, that seems to be its key ingredient.”

The game, called Re-Mission, and introduced in May 2006, is an open community for teenagers and young adults afflicted with cancer.  The study followed 375 teens and young adults with cancer at 34 medical centers in the United States, Canada, and Australia. The results were very promising: young people who played the game maintained higher blood levels of chemotherapy and showed higher rates of antibiotic utilization than those who did not.

Re-Mission is powerful because of its focus on a specific cause and the ability to combine interactivity with gameplay.  Here is a trailer of the game:

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