Each of the five academics interviewed added a unique flavor to these questions of how players move, where single player fits into the picture, and the kinds of games that we’ll be migrating to in the future. While ‘gamer tribes’ weren’t the only thing seen as dragging along gamers, many of these scholars agreed on the importance of people.
So, there I was: old enough to remember Voltron, beer in hand, sitting with my laptop, surrounded by (presumed) preteens. Club Penguin plopped me in the town center. Forty or so birds were milling about. Some were dancing, others throwing snowballs. As I gazed upon this scene, I remembered something that I had once read: If your body could stay the same as it was at 12, you would live for hundreds of years. But what about your mind? What if it stayed locked at 12? Club Penguin offers that deeply trippy experience.
To educate myself—and to find out what the target audience for these sites really thinks of them—I organized a focus group of five sixth-graders, all 11 years old. I set up two laptops and let the kids show me their favorites. At times the project seemed like a demonstration for a gender studies class with the boys at one computer, the girls at another. Anna, a budding sociologist, explained, "Most sites for girls are an online world—it's socializing. For boys, it's gaming."
NEW YORK--(BUSINESS WIRE)--In findings released today, Alloy Media + Marketing’s (NASDAQ: ALOY) 2007 Alloy College Explorer, powered by Harris Interactive, finds the current college class (students 18-30 years of age)heading back to campus in record numbers and with mounting concern surrounding the state of the union and the future of their country.
One in five online Americans view video over the Internet on any given day, thanks to speedier Internet connections and a wider selection of clips, a study finds.
Young adults watch in greater numbers and often turn to humorous clips, while all other age groups use video predominantly for news, according to the Pew Internet and American Life Project.
Blizzard Entertainment announced today that World of Warcraft, its subscription-based massively multiplayer online role-playing game (MMORPG), is now played by more than 9 million gamers around the world.
A description of the musician Prince's multiplatform approach to the music biz, including how he gave away his latest album in British in conjunction with a newspaper publisher.
Last December we posted the story of Lance Cpl. John McClellan who used his Xbox 360 as a rehabilitation device. At the time we said other systems would obviously be just as effective and now we have the story of Landstuhl Regional Medical Center in Germany using the Wii. According to Stars and Stripes, a First Amendment military paper, the Wii is being used as an experimental physical therapy device at the hospital.
Every month 800,000 young people in the US enter the teen age bracket and join a constantly changing teen population numbering 33.9 million, the largest teen group ever. Of that group, 83% are online. And they have tons of cash, lots of information, and some pretty bold ambitions. The new American Dream? It includes a huge house AND Angelina Jolie virtues. Probably before age 30 if possible...
This is a great chart. it breaks down users' online activity by age and bucket.