![]() ![]() ![]() However, boys are more likely than girls to report playing these specific violent M-rated games. The range of genres spanned by the most popular games played by teens indicates they are not simply playing violent first-person shooters or action games. The ratings of these games range from E-rated “Everyone” games (Solitaire and Dance Dance Revolution), deemed suitable by the ratings board for players of all ages, to games rated Mature (M) for violence, blood and gore, and language (Halo). These games include rhythm games (Guitar Hero and Dance Dance Revolution), puzzle/card games (Solitaire), sports games (Madden), and first-person shooter games (Halo). The five most popular games among American teens are Guitar Hero, Halo 3, Madden NFL, Solitaire, and Dance Dance Revolution. The most popular games played by teens today span a variety of genres and ratings. ![]() Girls play an average of 6 different game genres boys average 8 different types.55% of daily gamers play eight or more types of games just 33% of less frequent gamers do so.80% of teens play five or more different game genres, and 40% play eight or more types of games.Daily gamers are more likely to play a wider range of game genres than non-daily gamers. Most teens do not limit themselves to just a few game genres, instead choosing to play many different types of games. Youth play many different kinds of video games. Some 65% of daily gamers are male 35% are female. Older girls are the least “enthusiastic” players of video games, though more than half of them play. Younger teen boys are the most likely to play games, followed by younger girls and older boys. ![]() Gender and age are key factors in describing teens’ video gaming.įully 99% of boys and 94% of girls play video games. 48% use a cell phone or handheld organizer to play games.60% use a portable gaming device like a Sony PlayStation Portable, a Nintendo DS, or a Game Boy.73% play games on a desktop or a laptop computer.86% of teens play on a console like the Xbox, PlayStation, or Wii.When asked, half of all teens reported playing a video game “yesterday.” Those who play daily typically play for an hour or more.įully 97% of teens ages 12-17 play computer, web, portable, or console games. Opportunities for gaming are everywhere, and teens are playing video games frequently. Video gaming is pervasive in the lives of American teens-young teens and older teens, girls and boys, and teens from across the socioeconomic spectrum. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens’ civic activities and commitments. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. ![]()
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