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
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.
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.
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.
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.
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
Related insights
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