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Overview

The first national survey of its kind finds that virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. The survey was conducted by the Pew Internet & American Life Project, an initiative of the Pew Research Center and was supported by the John D. and Catherine T. MacArthur Foundation. The primary findings in the survey of 1,102 youth ages 12-17 include --

Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.

Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.

Another major findings is that game playing sometimes involves exposure to mature content, with almost a third of teens playing games that are listed as appropriate only for people older than they are.

About the Survey

This survey was conducted via telephone interviews with a nationally representative sample of 1102 12- to 17-year-olds and their parents in continental U.S. telephone households. The survey was conducted by Princeton Survey Research International. Interviews were done in English by Princeton Data Source, LLC, from November 1, 2007, to February 5, 2008. Statistical results are weighted to correct known demographic discrepancies. The margin of sampling error for the complete set of weighted data is ±3.2%. Details on the design, execution and analysis of the survey are discussed in the methodology section.

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Copyright 2012

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.