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“The universe is made of stories, not atoms.”
—Muriel Rukeyser

Archive for December, 2008

December 12, 2008

Gamers Go Majority; Game Sales Up 10%

It’s official. According to a recent study by the Pew Internet and American Life Project, the majority of American adults now play video games of some kind (e.g. console, computer, mobile, online, etc.). Age is still a large determining factor -  although more than four out of five US adults ages 18-29 said they were video gamers, only 23% of respondents 65 + identified the same way. The study also showed that men are slightly more likely to define themselves as gamers than women, and urbanites are more likely to game than those in rural areas. Income is a non-factor, but respondents with at least some college education are significantly more likely to game than their less-educated counterparts.

In a similar vein, The LA Times is reporting that video game sales are continuing at a “blistering” pace, with the video game industry recording a 10% sales increase last month to $2.91 billion, up from $2.64 billion in November 2007.

(via eMarketer, LA Times)

December 8, 2008

Digital Media & Learning

In 2006, The MacArthur Foundation launched a five-year, $50 million digital media and learning initiative to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life.

Over three years, [the research team] interviewed over 800 young people and their parents, both one-on-one and in focus groups; spent over 5000 hours observing teens on sites such as MySpace, Facebook, YouTube, and other networked communities; and conducted diary studies to document how, and to what end, young people engage with digital media.

Their website is filled with a metric ton of research on gaming, identity, civic engagement, race & ethinicity and more. The most recent study explores how time spent online is crucial in a teen’s development. From 901AM’s excellent run down:

The researchers identified two distinctive categories of teen engagement with digital media: friendship-driven and interest-driven. While friendship-driven participation centered on “hanging out” with existing friends, interest-driven participation involved accessing online information and communities that may not be present in the local peer group.

Some other findings:

  • There is a generation gap in how youth and adults view the value of online activity.
  • Youth are navigating complex social and technical worlds by participating online.
  • The social worlds that youth are negotiating have new kinds of dynamics, as online socializing is permanent, public, involves managing elaborate networks of friends and acquaintances, and is always on.
  • “Geeked-out” learning opportunities are abundant – subjects like astronomy, creative writing, and foreign languages.

(via 901AM)