This is a report of a study of college students’ use of electronic, video and online games. Seventy percent of college students surveyed reported playing games at least once in a while. The academic and social impacts of gaming are discussed.
Data provided by comScore Networks detailing the kinds of Web sites that are particularly appealing to college students, and the kinds of sites where a high proportion of shoppers are college students.
This focus group-based study of Internet savvy middle and high school students found that students report a substantial disconnect between school-based and teacher-directed internet use and home internet use for school.
A detailed look at how children and young adults have incorporated the Internet into their lives, with a focus on family and friend relationships, and fervor with which adolescents use instant messaging technology.
Women surge online and are even more enthusiastic than men about the way email improves their connections and increases their communication with key family members and friends