Report / primary research

Teens, Video Games and Civics

A teen study provides adjacent context for gaming as a social experience.

Publication details

Author and publication date

  • Published

Research context

Population and methodology

  • Population U.S. teens; ages 13-17; United States.
  • Methodology U.S. teen survey research.
  • Fieldwork The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot.

How to use this source

Evidence strength

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

Trace the claim

Extracted evidence

findingself-reported

47% of teen video-game players said gaming helped their friendships, and 47% had made an online friend through a game.

Locator Socializing over video games section, findings paragraphs.

Scope U.S. teens; 13-17; United States; The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot..

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

findingself-reported

Most teen players gamed with other people, and 40% of all U.S. teens had made an online friend through a shared game.

Locator Socializing over video games section, findings paragraphs.

Scope U.S. teens; 13-17; United States; The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot..

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

findingself-reported

Ninety-eight percent of self-identified teen gamers played with others, and 68% had made a friend online through a game.

Locator Socializing over video games section, gamer comparison paragraph.

Scope U.S. teens; 13-17; United States; The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot..

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

findingself-reported

About four in ten U.S. teens played video games daily, including 23% who played several times a day.

Locator Who plays video games section, frequency paragraph.

Scope U.S. teens; 13-17; United States; The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot..

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

findingself-reported

Daily gaming varied by household income: 53% below $30,000, 42% from $30,000 to $74,999, and 39% at $75,000 or more.

Locator Who plays video games section, household-income paragraph.

Scope U.S. teens; 13-17; United States; The public report does not report a fieldwork window; treat it as an undated u.s. teen survey research. snapshot..

Limitations Teen findings are adjacent evidence rather than a direct Gen Alpha sample.

Connected conclusions

Themes

Play & BelongingTime & Routines

Related insights

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