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1、1 PEW RESEARCH CENTER www.pewresearch.org FOR RELEASE MAY 9,2024 Teens and Video Games Today 85%of U.S.teens say they play video games,and about four-in-ten do so daily.Teens see both positive and negative sides of video games from problem-solving and making friends to harassment and sleep loss BY J
2、effrey Gottfried and Olivia Sidoti FOR MEDIA OR OTHER INQUIRIES:Monica Anderson,Director,Internet and Technology Jeffrey Gottfried,Associate Director,Internet and Technology Haley Nolan,Communications Manager 202.419.4372 www.pewresearch.org RECOMMENDED CITATION Pew Research Center,May 2024,“Teens a
3、nd Video Games”2 PEW RESEARCH CENTER www.pewresearch.org About Pew Research Center Pew Research Center is a nonpartisan,nonadvocacy fact tank that informs the public about the issues,attitudes and trends shaping the world.It does not take policy positions.The Center conducts public opinion polling,d
4、emographic research,computational social science research and other data-driven research.It studies politics and policy;news habits and media;the internet and technology;religion;race and ethnicity;international affairs;social,demographic and economic trends;science;research methodology and data sci
5、ence;and immigration and migration.Pew Research Center is a subsidiary of The Pew Charitable Trusts,its primary funder.Pew Research Center 2024 3 PEW RESEARCH CENTER www.pewresearch.org How we did this Pew Research Center conducted this analysis to better understand teens use of and experiences with
6、 video games.The Center conducted an online survey of 1,453 U.S.teens from Sept.26 to Oct.23,2023,through Ipsos.Ipsos recruited the teens via their parents,who were part of its KnowledgePanel.The KnowledgePanel is a probability-based web panel recruited primarily through national,random sampling of
7、residential addresses.The survey was weighted to be representative of U.S.teens ages 13 to 17 who live with their parents by age,gender,race and ethnicity,household income,and other categories.This research was reviewed and approved by an external institutional review board(IRB),Advarra,an independe
8、nt committee of experts specializing in helping to protect the rights of research participants.Here are the questions used for this analysis,along with responses,and its methodology.4 PEW RESEARCH CENTER www.pewresearch.org Teens and Video Games Today 85%of U.S.teens say they play video games,and ab
9、out four-in-ten do so daily.Teens see both positive and negative sides of video games from problem-solving and making friends to harassment and sleep loss There are long-standing debates about the impact of video games on youth.Some credit them for helping young people form friendships and teaching
10、them about teamwork and problem-solving.Others say video games expose teenagers to violent content,negatively impact their sleep and can even lead to addiction.With this in mind,Pew Research Center surveyed 1,423 U.S.teens ages 13 to 17 about their own video game habits from how often they play to t
11、he friends theyve made and whether it gets in the way of them doing well in school or getting a good nights sleep.1 Jump to read about:Who plays video games|Socializing over video games|Views about video games impact|Harassment and violence in video games 1 Throughout this report,“teens”refers to th
12、ose ages 13 to 17.Key findings from the survey Video games as a part of daily teen life:85%of U.S.teens report playing video games,and 41%say they play them at least once a day.Four-in-ten identify as a gamer.Gaming as a social experience:72%of teens who play video games say that a reason why they p
13、lay them is to spend time with others.And some have even made a friend online from playing them 47%of teen video game players say theyve done this.Helpful with problem-solving,less so for sleep:Over half of teens who play video games say it has helped their problem-solving skills,but 41%also say it
14、has hurt their sleep.Bullying is a problem:80%of all teens think harassment over video games is a problem for people their age.And 41%of those who play them say theyve been called an offensive name when playing.Boys and girls experiences differ:Most teen boys and girls play video games,but larger sh
15、ares of boys identify as gamers(62%vs.17%)and play every day(61%vs.22%).Boys who play them are also more likely to experience positive things from it,like making friends,and more troubling things like harassment.5 PEW RESEARCH CENTER www.pewresearch.org Who plays video games?Playing video games is w
16、idespread among teens.The vast majority of U.S.teens(85%)say they play them.Just 15%say they never do,according to the survey conducted Sept.26-Oct.23,2023.In addition to asking whether teens play video games,we also wanted to learn whether they consider themselves gamers.Overall,four-in-ten U.S.tee
17、ns think of themselves as gamers.Just under half of teens(45%)play video games but do not think of themselves as gamers.Most teens play video games,and 4 in 10 identify as gamers%of U.S.teens ages 13 to 17 who say they Note:Those who did not give an answer are not shown.Source:Survey conducted Sept.
18、26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 404515Identify as a gamerPlay games,but dont identify as a gamerDont play video games Play video games 856 PEW RESEARCH CENTER www.pewresearch.org By gender Nearly all boys(97%)say they play video games,compared with about three-quarter
19、s of teen girls.There is a substantial gap by gender in whether teens identify as gamers:62%of teen boys do,compared with 17%of girls.2 By gender and age Younger teen girls are more likely than older girls to say they play video games:81%of girls ages 13 to 14 compared with 67%of those ages 15 to 17
20、.But among boys,nearly all play video games regardless of age.Similar shares of teens play video games across different racial and ethnic groups and among those who live in households with different annual incomes.Go to Appendix A for more detail on which teens play video games and which teens ident
21、ify as gamers.2 Previous Center research of U.S.adults shows that men are more likely than women to identify as gamers especially the youngest adults.Most teen boys and girls play video games,but boys are far more likely to identify as gamers%of U.S.teens ages 13 to 17 who say they Note:Those who di
22、d not give an answer or who do not play video games are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER Identify as a gamerPlay video gamesU.S.teensBoysGirls4062178597737 PEW RESEARCH CENTER www.pewresearch.org How we asked teens in our survey i
23、f they play video games and identify as gamers Note:Those who did not give an answer are not shown.Source:Survey of U.S.teens ages 13 to 17 conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 8 PEW RESEARCH CENTER www.pewresearch.org How often do teens play video games?We
24、also asked teens how often they play video games.About four-in-ten U.S.teens say they play video games daily,including 23%who do so several times a day.Another 22%say they play several times a week,while 21%play them about once a week or less.By gender Teen boys are far more likely than girls to say
25、 they play video games daily(61%vs.22%).They are also much more likely to say they play them several times a day(36%vs.11%).By whether someone identifies as a gamer About seven-in-ten teens who identify as gamers(71%)say they play video games daily.This drops to 30%among those who play them but aren
26、t gamers.By household income Roughly half of teens living in households with an annual income of less than$30,000(53%)say they play video games at least daily.This is higher than those in households with an annual income of$30,000 to$74,999(42%)and$75,000 or more(39%).Go to Appendix A to see more de
27、tails about who plays video games and identifies as a gamer by gender,age,race and ethnicity,and household income.About 6 in 10 teen boys play video games daily%of U.S.teens ages 13 to 17 who say they play video games Note:Those who did not give an answer or who gave other responses are not shown.So
28、urce:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 23361145121825112618U.S.teensBoysGirlsGamersNot gamersSeveral times a dayAboutonce a dayNETDaily4161227130Among teen video game players who say they are.9 PEW RESEARCH CENTER www.pewresearch.org What devices d
29、o teens play video games on?Most teens play video games on a gaming console or a smartphone.When asked about five devices,most teens report playing video games on a gaming console(73%),such as PlayStation,Switch or Xbox.And 70%do so on a smartphone.Fewer though still sizable shares play them on each
30、 of the following:49%say they play them on a desktop or laptop computer 33%do so on a tablet 24%play them on a virtual reality(VR)headset such as Oculus,Meta Quest or PlayStation VR Many teens play video games on multiple devices.About a quarter of teens(27%)do so on at least four of the five device
31、s asked about,and about half(49%)play on two or three of them.Just 8%play video games on one device.Most teens play video games on a console or smartphone,24%do so on a virtual reality headset%of U.S.teens ages 13 to 17 who say they ever play video games on a Note:Those who did not give an answer ar
32、e not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 7370493324Gaming consoleSmartphoneDesktop/laptop computerTablet computerVirtual reality(VR)headset10 PEW RESEARCH CENTER www.pewresearch.org By gender Teen boys are more likely than girls to play
33、 video games on four of the five devices asked about all expect tablets.For instance,roughly nine-in-ten teen boys say they ever play video games on a gaming console,compared with 57%of girls.Equal shares of teen boys and girls play them on tablets.By whether someone identifies as a gamer Teens who
34、consider themselves gamers are more likely than those who play video games but arent gamers to play on a gaming console(95%vs.78%),desktop or laptop computer(72%vs.45%)or a virtual reality(VR)headset(39%vs.19%).Similar shares of both groups play them on smartphones and tablets.Teen boys are more lik
35、ely than girls to play video games on all devices except tablets%of U.S.teens ages 13 to 17 who say they ever play video games on a Note:Differences in bold font are statistically significant.Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video
36、Games Today”PEW RESEARCH CENTER 11 PEW RESEARCH CENTER www.pewresearch.org Social media use among gamers One way that teens engage with others about video games is through online platforms.And our survey findings show that teen gamers stand out for their use of two online platforms that are known fo
37、r their gaming communities Discord and Twitch:44%of teen gamers say they use Discord,far higher than video game players who dont identify as gamers or those who use the platform but do not play video games at all.About three-in-ten teens overall(28%)use Discord.30%of teens gamers say they use Twitch
38、.About one-in-ten other teens or fewer say the same;17%of teens overall use the platform.Previous Center research shows that U.S.teens use online platforms at high rates.Teen gamers are far more likely to use Discord and Twitch than other teens Among U.S.teens ages 13 to 17 who say they(are)_,%who s
39、ay they ever use Note:Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 4430209135050DiscordPlay video games,but are not gamers GamersDo not play video gamesTwitch12 PEW RESEARCH CENTER www.pewresearch.org Teen
40、 views on how much they play video games and efforts to cut back Teens largely say they spend the right amount of time playing video games.When asked about how much time they spend playing them,the largest share of teens(58%)say they spend the right amount of time.Far fewer feel they spend too much(
41、14%)or too little(13%)time playing them.By gender Teen boys are more likely than girls to say they spend too much time playing video games(22%vs.6%).By race and ethnicity Black(17%)and Hispanic(18%)teens are about twice as likely than White teens(8%)to say they spend too little time playing video ga
42、mes.3 By whether someone identifies as a gamer A quarter of teens who consider themselves gamers say they spend too much time playing video games,compared with 9%of those who play video games but dont identify as gamers.Teen gamers are also less likely to think they spend too little time playing the
43、m(19%vs.10%).3 There were not enough Asian American respondents in the sample to be broken out into a separate analysis.As always,their responses are incorporated into the general population figures throughout the report.Teens most commonly say they spend the right amount of time playing video games
44、%of U.S.teens ages 13 to 17 who say the amount of time they spend playing video games is Note:Those who did not give an answer or who do not play video games are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 145813Too littleToo muchAbout right
45、13 PEW RESEARCH CENTER www.pewresearch.org Fewer than half of teens have reduced how much they play video games.About four-in-ten(38%)say they have ever chosen to cut back on the amount of time they spend playing them.A majority(61%)report that they have not cut back at all.This share is on par with
46、 findings about whether teenagers have cut back with their screen time on social media or their smartphone.By gender Although boys are more likely to say they play video games too much,boys and girls are on par for whether they have ever cut back.About four-in-ten teen boys(39%)and girls(38%)say tha
47、t they have ever cut back.By whether someone identifies as a gamer And gamers are as likely to say they have cut back as those who play video games but dont identify as gamers(39%and 41%).About 4 in 10 teens have cut back on how much they play video games%of U.S.teens ages 13 to 17 who say they have
48、/havent ever chosen to cut back on the amount of time they spend playing video games Note:Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 3861Havent cut backHave cut back14 PEW RESEARCH CENTER www.pewresearch
49、.org Are teens social with others through video games?A main goal of our survey was to ask teens about their own experiences playing video games.For this section of the report,we focus on teens who say they play video games.Socializing with others is a key part of the video game experience.Most teen
50、s who play video games do so with others,and some have developed friendships through them.About nine-in-ten teen video game players(89%)say they play them with other people,in person or online.Far fewer(11%)play them only on their own.Additionally,about half(47%)report that they have ever made a fri
51、end online because of a video game they both play.This equals 40%of all U.S.teens who have made a friend online because of a video game.Most teens who play video games do so with others;about half made a friend through them Among U.S.teens ages 13 to 17 who play video games,%who say they Note:Those
52、who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER Play video games with othersHave made a friend online because of a video game89%47%15 PEW RESEARCH CENTER www.pewresearch.org These experiences vary by:Gender:Most te
53、en boy and girl video game players play them with others,though its more common among boys(94%vs.82%).Boys who play video games are much more likely to say they have made a friend online because of a video game(56%vs.35%).Race and ethnicity:Black(55%)and Hispanic(53%)teen video game players are more
54、 likely than White teen video game players(43%)to say they have made a friend online because of them.Whether someone identifies as a gamer:Nearly all teen gamers report playing video games with others(98%).Fewer though still most of those who play video games but arent gamers(81%)also play them with
55、 others.And about seven-in-ten(68%)say they have made a friend online because of a video game,compared with 29%of those who play them but dont identify as gamers.Teen boys who play video games are more likely than girls to make friends over video games Among U.S.teens ages 13 to 17 who play video ga
56、mes,%who say they have ever made a friend online because of a video game Note:White and Black teens include those who report being only one race and are not Hispanic.Hispanic teens are of any race.Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and V
57、ideo Games Today”PEW RESEARCH CENTER 4756354355536829TotalBoysGamersHispanicBlackWhiteGirlsNot gamersAmong teen video game players who say they are.16 PEW RESEARCH CENTER www.pewresearch.org Do teens think video games positively or negatively impact their lives?Teens who play video games are particu
58、larly likely to say video games help their problem-solving skills.More than half of teens who play video games(56%)say this.Additionally,more think that video games help,rather than hurt,three other parts of their lives that the survey asked about.Among teens who play video games:Roughly half(47%)sa
59、y it has helped their friendships 41%say it has helped how they work with others 32%say it has helped their mental health No more than 7%say playing video games has hurt any of these.More teens who play video games say it hurts,rather than helps,their sleep.Among these teens,41%say it has hurt how m
60、uch sleep they get,while just 5%say it helps.And small shares say playing video games has impacted how well they do in school in either a positive or a negative way.Still,many teens who play video games think playing them doesnt have much an impact in any of these areas.For instance,at least six-in-
61、ten teens who play video games say it has neither a positive nor a negative impact on their mental health(60%)or their school performance(72%).Fewer(41%)say this of their problem-solving skills.More than half of teens who play video games say it helps their problem-solving skills,but many say it neg
62、atively impacts the amount of sleep they get Among U.S.teens ages 13 to 17 who play video games,%who say playing them has helped or hurt their Note:Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 344717415647
63、4132115192834436470414955607254Problem-solving skillsFriendshipsAbility to work with othersMental healthSchool performanceAmount of sleepHurta lot/littleHelped a lot/littleNeither helped nor hurt17 PEW RESEARCH CENTER www.pewresearch.org By gender Teen boys who play video games are more likely than
64、girls to think playing them has helped their problem-solving skills,friendships and ability to work with others.For instance,55%of teen boys who play video games say this has helped their friendships,compared with 35%of teen girls.As for ways that it may hurt their lives,boys who play them are more
65、likely than girls to say that it has hurt the amount of sleep they get(45%vs.37%)and how well they do in school(21%vs.11%).By whether someone identifies as a gamer Teens who consider themselves gamers are more likely than those who arent gamers but play video games to say video games have helped the
66、ir friendships(60%vs.35%),ability to work with others(52%vs.32%),problem-solving skills(66%vs.47%)and mental health(41%vs.24%).Gamers,though,are somewhat more likely to say playing them hurt their sleep(48%vs.36%)and how well they do in school(20%vs.14%).By whether teens play too much,too little or
67、the right amount Teens who report playing video games too much stand out for thinking video games have hurt their sleep and school performance.Two-thirds of these teens say it has hurt the amount of sleep they get,and 39%say it hurt their schoolwork.Far fewer of those who say they play the right Boy
68、s who play video games are more likely than girls to think it helps friendships,problem-solving,ability to work with others Among U.S.teens ages 13 to 17 who play video games,%who say playing them has helped their Note:Differences in bold font are statistically significant.Those who did not give an
69、answer or who gave a different response are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 55604634124354935291050%50100GirlsFriendships+20Amount of sleepSchool performance Mental healthAbility to work with others Problem-solving skillsBoys-1+2
70、+5+11+11Boys-Girls DIFFHow to read this chart:Among teens who play video games,55%of boys say playing them helped their friendships,vs.35%of girls.18 PEW RESEARCH CENTER www.pewresearch.org amount(38%)or too little(32%)say it has hurt their sleep,or say it hurt their schoolwork(12%and 16%).19 PEW RE
71、SEARCH CENTER www.pewresearch.org Why do teens play video games?Teens who play video games say they largely do so to be entertained.And many also play them to be social with and interact with others.Teens who play video games were asked about four reasons why they play video games.Among those who pl
72、ay video games:Nearly all say fun or entertainment is a major or minor reason why they play video games with a large majority(87%)saying its a major reason.Roughly three-quarters say spending time with others is a reason,and two-thirds say this of competing with others.Roughly three-in-ten say each
73、is a major reason.Fewer 50%see learning something as a reason,with just 13%saying its a major reason.Most common reason teens play video games is entertainment Among U.S.teens ages 13 to 17 who play video games,%who say _ is a reason why they play them Note:Figures may not add up to the NET values d
74、ue to rounding.Those who did not give an answer or who said it is not a reason are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 873227131140403798726650MajorreasonNETMinorreasonFun or entertainmentSpending time with othersCompeting against ot
75、hersLearning new things20 PEW RESEARCH CENTER www.pewresearch.org While entertainment is by far the most common reason given by teens who play video games,differences emerge across groups in why they play video games.By whether someone identifies as a gamer Teens who identify as gamers are particula
76、rly likely to say each is major reason,especially when it comes to competing against others.About four-in-ten gamers(43%)say this is a major reason,compared with 13%of those who play video games but arent gamers.By gender Teen boys who play video games are more likely than girls to say competing(36%
77、vs.15%),spending time with others(36%vs.27%)and entertainment(90%vs.83%)are major reasons they play video games.By race and ethnicity Black and Hispanic teens who play video games are more likely than White teens to say that learning new things and competing against others are major reasons they pla
78、y them.For instance,29%of Black teen video game players say learning something new is a major reason,higher than 17%of Hispanic teen video game players.Both are higher than the 7%of White teen video game players who say the same.By household income Teens who play video games and live in lower-income
79、 households are especially likely to say competing against others and learning new things are major reasons.For instance,four-in-ten teen video game players who live in households with an annual income of less than$30,000 say competing against others is a major reason they play.This is higher than a
80、mong those in households with annual incomes of$30,000 to$74,999(29%)and$75,000 or more(23%).Teen gamers are especially likely to say spending time and competing with others are reasons why they play Among U.S.teens ages 13 to 17 who play video games,%who say _ is a major reason why they play them N
81、ote:Those who did not give an answer or who gave a different response are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 87928332412427431313207Fun or entertainmentSpending time with othersCompeting against othersLearning new thingsTotalGamersN
82、ot gamersAmong teen video game players who say they are.21 PEW RESEARCH CENTER www.pewresearch.org Bullying and violence in video games Cyberbullying can happen in many online environments,but many teens encounter this in the video game world.Our survey finds that name-calling is a relatively common
83、 feature of video game life especially for boys.Roughly four-in-ten teen video game players(43%)say they have been harassed or bullied while playing a video game in one of three ways:41%have been called an offensive name 12%have been physically threatened 8%have been sent unwanted sexually explicit
84、things By gender Teen boys are particularly likely to say they have been called an offensive name.About half of teen boys who play video games(48%)say this has happened while playing them,compared with about a third of girls(32%).And they are somewhat more likely than girls to have been physically t
85、hreatened(15%vs.9%).By whether someone identifies as a gamer Teen gamers are more likely than those who play video games but arent gamers to say they been called and offensive name(53%vs.30%),been physically threatened(17%vs.8%)and sent unwanted sexually explicit things(10%vs.6%).About half of teen
86、boys who play video games say they have been called an offensive name while playing Among U.S.teens ages 13 to 17 who play video games,%who say they have experienced the following when playing video games Note:Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023
87、.“Teens and Video Games Today”PEW RESEARCH CENTER Called an offensive nameTotalBoysGirls414832Physically threatened12159Sent unwanted sexually explicit things871022 PEW RESEARCH CENTER www.pewresearch.org Teens regardless of whether theyve had these experiences think bullying is a problem in gaming.
88、Eight-in-ten U.S.teens say that when it comes to video games,harassment and bullying is a problem for people their age.This includes 29%who say it is a major problem.Its common for teens to think harassment while playing video games is a problem,but girls are somewhat more likely than boys to say it
89、s a major problem(33%vs.25%).Most teens say that bullying while playing video games is a problem for people their age%of U.S.teens ages 13 to 17 who say harassment and bullying is(a)_ for people their age when it comes to video games Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games
90、 Today”PEW RESEARCH CENTER 29%51%1%19%No answerMajorproblemMinor problemNot a problemNET Problem80%23 PEW RESEARCH CENTER www.pewresearch.org There have also been decades-long debates about how violent video games can influence youth behavior,if at all such as by encouraging or desensitizing them to
91、 violence.We wanted to get a sense of how commonly violence shows up in the video games teens are playing.Just over half of teens who play video games(56%)say at least some of the games they play contain violence.This includes 16%who say its in all or most of the games they play.By gender Teen boys
92、who play video games are far more likely than girls to say that at least some of the games they play contain violence(69%vs.37%).By whether someone identifies as a gamer About three-quarters of teen gamers(73%)say that at least some of the games they play contain violence,compared with 40%among vide
93、o game players who arent gamers.About 7 in 10 teen boys who play video games say there is violence in at least some of the games they play Among U.S.teens ages 13 to 17 who play video games,%who say _ of the games they play contain violence Note:Figures may not add up to the NET values due to roundi
94、ng.Those who did not give an answer or who gave a different response are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 1622724940473049325669377340All ormostNETSomeAmong teen video game players who say they are.GamersNot gamersBoysGirlsTotal24
95、 PEW RESEARCH CENTER www.pewresearch.org Appendix A:Detailed charts Share of U.S.teens who play video games,by demographic group%of U.S.teens ages 13 to 17 who say they ever play video games Note:White and Black teens include those who report being only one race and are not Hispanic.Hispanic teens a
96、re of any race.Those who did not give an answer are not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 8597739081858783888683U.S.teensBoysGirlsAges 13-1415-17WhiteBlackHispanic$30K$30K-$74,999$75K+Household income25 PEW RESEARCH CENTER www.pewresea
97、rch.org Share of U.S.teens who identify as gamers,by demographic group%of U.S.teens ages 13 to 17 who say they think of themselves as a gamer Note:White and Black teens include those who report being only one race and are not Hispanic.Hispanic teens are of any race.Those who did not give an answer a
98、re not shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 4062174238384740464437U.S.teensBoysGirlsAges 13-1415-17WhiteBlackHispanic$30K$30K-$74,999$75K+Household income26 PEW RESEARCH CENTER www.pewresearch.org Share of U.S.teens who play video games d
99、aily,by demographic group%of U.S.teens ages 13 to 17 who say they play video games at least once a day Note:White and Black teens include those who report being only one race and are not Hispanic.Hispanic teens are of any race.Those who did not give an answer or who gave a different response are not
100、 shown.Source:Survey conducted Sept.26-Oct.23,2023.“Teens and Video Games Today”PEW RESEARCH CENTER 4161224440424242534239U.S.teensBoysGirlsAges 13-1415-17WhiteBlackHispanic$30K$30K-$74,999$75K+Household income27 PEW RESEARCH CENTER www.pewresearch.org Acknowledgments This report is a collaborative
101、effort based on the input and analysis of the following individuals.Find related reports online at pewresearch.org/internet.Primary researchers Jeffrey Gottfried,Associate Director,Internet and Technology Research Olivia Sidoti,Research Assistant Research team Monica Anderson,Director,Internet and T
102、echnology Research Colleen McClain,Research Associate Michelle Faverio,Research Analyst Eugenie Park,Temporary Researcher Risa Gelles-Watnick,Former Research Analyst Emily A.Vogels,Former Research Associate Lee Rainie,Former Director,Internet and Technology Research Editorial and graphic design Kait
103、lyn Radde,Associate Information Graphics Designer David Kent,Senior Copy Editor Communications and web publishing Haley Nolan,Communications Manager Talia Price,Communications Associate Sara Atske,Digital Producer In addition,the project benefited greatly from the guidance of Pew Research Centers me
104、thodology team:Courtney Kennedy,Ashley Amaya,Andrew Mercer,Dorene Asare-Marfo,Anna Brown,Arnold Lau and Dana Popky.This project also benefited from feedback by the following Center staff:Drew DeSilver,Juliana Horowitz,Besheer Mohamed and John Wade.The Center gained invaluable advice in developing th
105、e questionnaire from Dmitri Williams,professor at University of Southern Californias Annenberg School for Communication and Journalism.28 PEW RESEARCH CENTER www.pewresearch.org Methodology The analysis in this report is based on a self-administered web survey conducted from Sept.26 to Oct.23,2023,a
106、mong a sample of 1,453 dyads,with each dyad(or pair)comprised of one U.S.teen ages 13 to 17 and one parent per teen.The margin of sampling error for the full sample of 1,453 teens is plus or minus 3.2 percentage points.The margin of sampling error for the full sample of 1,453 parents is plus or minu
107、s 3.2 percentage points.The survey was conducted by Ipsos Public Affairs in English and Spanish using KnowledgePanel,its nationally representative online research panel.The research plan for this project was submitted to an external institutional review board(IRB),Advarra,which is an independent com
108、mittee of experts that specializes in helping to protect the rights of research participants.The IRB thoroughly vetted this research before data collection began.Due to the risks associated with surveying minors,this research underwent a full board review and received approval(Approval ID Pro0007320
109、3).KnowledgePanel members are recruited through probability sampling methods and include both those with internet access and those who did not have internet access at the time of their recruitment.KnowledgePanel provides internet access for those who do not have it and,if needed,a device to access t
110、he internet when they join the panel.KnowledgePanels recruitment process was originally based exclusively on a national random-digit dialing(RDD)sampling methodology.In 2009,Ipsos migrated to an address-based sampling(ABS)recruitment methodology via the U.S.Postal Services Delivery Sequence File(DSF
111、).The Delivery Sequence File has been estimated to cover as much as 98%of the population,although some studies suggest that the coverage could be in the low 90%range.4 Panelists were eligible for participation in this survey if they indicated on an earlier profile survey that they were the parent of
112、 a teen ages 13 to 17.A random sample of 3,981 eligible panel members were invited to participate in the study.Responding parents were screened and considered qualified for the study if they reconfirmed that they were the parent of at least one child ages 13 to 17 and granted permission for their te
113、en who was chosen to participate in the study.In households with more than one eligible teen,parents were asked to think about one randomly selected teen,and that teen was instructed to complete the teen portion of the survey.A survey was considered complete if both the parent and selected teen comp
114、leted their portions of the questionnaire,or if the parent did not qualify during the initial screening.4 AAPOR Task Force on Address-based Sampling.2016.“AAPOR Report:Address-based Sampling.”29 PEW RESEARCH CENTER www.pewresearch.org Of the sampled panelists,1,763(excluding break-offs)responded to
115、the invitation and 1,453 qualified,completed the parent portion of the survey,and had their selected teen complete the teen portion of the survey,yielding a final stage completion rate of 44%and a qualification rate of 82%.The cumulative response rate accounting for nonresponse to the recruitment su
116、rveys and attrition is 2.2%.The break-off rate among those who logged on to the survey(regardless of whether they completed any items or qualified for the study)is 26.9%.Upon completion,qualified respondents received a cash-equivalent incentive worth$10 for completing the survey.To encourage respons
117、e from non-Hispanic Black panelists,the incentive was increased from$10 to$20 on Oct 5,2023.The incentive was increased again on Oct.10,from$20 to$40;then to$50 on Oct.17;and to$75 on Oct.20.Reminders and notifications of the change in incentive were sent for each increase.All panelists received ema
118、il invitations and any nonresponders received reminders,shown in the table.The field period was closed on Oct.23,2023.Weighting The analysis in this report was performed using separate weights for parents and teens.The parent weight was created in a multistep process that begins with a base design w
119、eight for the parent,which is computed to reflect their probability of selection for recruitment into the KnowledgePanel.These selection probabilities were then adjusted to account for the probability of selection for this survey,which included oversamples of non-Hispanic Black and Hispanic parents.
120、Next,an iterative technique was used to Invitation and reminder dates Invitation Sept.26,2023 First reminder Sept.28,2023 Second reminder Oct.2,2023 Weighting dimensions Variable Benchmark source Age x Gender Race/Ethnicity Census Region Metropolitan Status Education(Parents only)Household Income Ho
121、usehold Income x Race/Ethnicity Total Household Size 2023 March Supplement of the Current Population Survey(CPS)Language Proficiency 2021 American Community Survey(ACS)Note:Estimates from the ACS are based on noninstitutionalized adults.PEW RESEARCH CENTER 30 PEW RESEARCH CENTER www.pewresearch.org
122、align the parent design weights to population benchmarks for parents of teens ages 13 to 17 on the dimensions identified in the accompanying table,to account for any differential nonresponse that may have occurred.To create the teen weight,an adjustment factor was applied to the final parent weight
123、to reflect the selection of one teen per household.Finally,the teen weights were further raked to match the demographic distribution for teens ages 13 to 17 who live with parents.The teen weights were adjusted on the same teen dimensions as parent dimensions with the exception of teen education,whic
124、h was not used in the teen weighting.Sampling errors and tests of statistical significance take into account the effect of weighting.Interviews were conducted in both English and Spanish.In addition to sampling error,one should bear in mind that question wording and practical difficulties in conduct
125、ing surveys can introduce error or bias into the findings of opinion polls.The following table shows the unweighted sample sizes and the error attributable to sampling that would be expected at the 95%level of confidence for different groups in the survey:Sample sizes and sampling errors for subgrou
126、ps are available upon request.Group Unweighted sample size Plus or minus Teens(ages 13-17)1,453 3.2 percentage points Plays video games 1,245 3.4 percentage points Boys 735 4.5 percentage points Girls 697 4.6 percentage points Among teen video game players who say they are Gamers 590 5.0 percentage
127、points Not gamers 655 4.7 percentage points Note:This survey includes oversamples of non-Hispanic Black and Hispanic respondents.Unweighted sample sizes do not account for the sample design or weighting and do not describe a groups contribution to weighted estimates.Refer to the Weighting section fo
128、r details.PEW RESEARCH CENTER 31 PEW RESEARCH CENTER www.pewresearch.org Dispositions and response rates The tables below display dispositions used in the calculation of completion,qualification and cumulative response rates.5 Pew Research Center,2023 5 For more information on this method of calcula
129、ting response rates,refer to:Callegaro,Mario,and Charles DiSogra.2008.“Computing response metrics for online panels.”Public Opinion Quarterly.Dispositions Total panelists assigned 3,981 Total study completes(including nonqualified)1,763 Number of qualified completes 1,453 Number of study break-offs
130、647 Study completion rate(COMPR)44.2%Study qualification rate(QUALR)82%Study break-off rate(BOR)26.9%Cumulative response rate calculations Study-specific average panel recruitment rate(RECR)8.8%Study-specific average household profile rate(PROR)57.2%Study-specific average household retention rate(RE
131、TR)35.4%Cumulative response rate 2.2%32 PEW RESEARCH CENTER www.pewresearch.org Topline questionnaire 2023 PEW RESEARCH CENTERS TEENS SURVEY SEPTEMBER 26-OCTOBER 23,2023 TEENS AGES 13-17 N=1,453 NOTE:ALL NUMBERS ARE PERCENTAGES UNLESS OTHERWISE NOTED.ROWS/COLUMNS MAY NOT TOTAL 100%DUE TO ROUNDING.Sa
132、mple size Margin of error at 95%confidence level U.S.teens ages 13-17 1,453+/-3.2 percentage points ASK ALL:VGUSE Do you ever play video games,such as on a gaming device,on a computer,on a smartphone,or online?Sep 26-Oct 23,2023 85 Yes,I play video games 15 No,I do not play video games 1 No answer A
133、SK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:TGAMER Do you think of yourself as a gamer?Sep 26-Oct 23,2023 47 Yes,I think of myself as a gamer 53 No,I do not think of myself as a gamer 0 No answer TGAMER BASED ON ALL TEENS:Sep 26-Oct 23,2023 40 Yes,I think of myself as a gamer 45 No,I do not think
134、of myself as a gamer 15 Does not play video games 0 No answer to TGAMER 1 No answer to VGUSE 33 PEW RESEARCH CENTER www.pewresearch.org ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGDEVICE Do you ever play video games on any of the following devices?RANDOMIZE ITEMS VGDEVICE BASED ON ALL TEENS:ASK
135、 THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGFREQ How often do you play video games?Sep 26-Oct 23,2023 27 Several times a day 22 About once a day 26 Several times a week 16 About once a week 9 Less often 0 No answer Yes,I do No,I do not No answer a.A desktop or laptop computer Sep 26-Oct 23,2023 58
136、 42 1 b.A gaming console(such as a PlayStation,Switch,X-Box)Sep 26-Oct 23,2023 86 14 0 c.A virtual reality(VR)headset(such as an Oculus,Meta Quest,PlayStation VR)Sep 26-Oct 23,2023 28 72 1 d.A smartphone Sep 26-Oct 23,2023 83 17 1 e.A tablet computer Sep 26-Oct 23,2023 39 61 1 Yes,I do No,I do not D
137、oes not play video games No answer to VGDEVICE No answer to VGUSE a.A desktop or laptop computer Sep 26-Oct 23,2023 49 35 15 1 1 b.A gaming console(such as a PlayStation,Switch,X-Box)Sep 26-Oct 23,2023 73 12 15 0 1 c.A virtual reality(VR)headset(such as an Oculus,Meta Quest,PlayStation VR)Sep 26-Oct
138、 23,2023 24 61 15 1 1 d.A smartphone Sep 26-Oct 23,2023 70 14 15 1 1 e.A tablet computer Sep 26-Oct 23,2023 33 52 15 1 1 34 PEW RESEARCH CENTER www.pewresearch.org VGFREQ BASED ON ALL TEENS:Sep 26-Oct 23,2023 23 Several times a day 18 About once a day 22 Several times a week 14 About once a week 7 L
139、ess often 15 Does not play video games 0 No answer to VGFREQ 1 No answer to VGUSE ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGREA Is each of the following a reason why you play video games?RANDOMIZE ITEMS ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGCNTNT How many of the video games you typ
140、ically play contain violence?Sep 26-Oct 23,2023 16 All or most 40 Some 29 Only a few 16 None 1 No answer ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGOTHERS Do you ever play video games with others,either in person or online?Sep 26-Oct 23,2023 89 Yes,I play video games with others 11 No,I never
141、play video games with others 1 No answer ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGFRIEND Have you ever made a friend online because of a video game you both played?Sep 26-Oct 23,2023 47 Yes,I have done this 53 No,I have not done this 0 No answer Major reason Minor reason Not a reason No answ
142、er a.Fun or entertainment Sep 26-Oct 23,2023 87 11 1 1 b.Spending time with others Sep 26-Oct 23,2023 32 40 28 1 c.Learning new things Sep 26-Oct 23,2023 13 37 50 1 d.Competing against others Sep 26-Oct 23,2023 27 40 33 1 35 PEW RESEARCH CENTER www.pewresearch.org ASK THOSE WHO PLAY VIDEO GAMES(VGUS
143、E=1)N=1,245:VGEFFECT Do you think playing video games has helped or hurt RANDOMIZE ITEMS;RANDOMLY DISPLAY RESPONSE 1-5 OR 5-1 FOR HALF ASK ALL:VGPROB When it comes to people your age playing video games,how much of a problem do you think harassment and bullying are?Sep 26-Oct 23,2023 29 Major proble
144、m 51 Minor problem 19 Not a problem 1 No answer ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:VGOH Have you ever experienced any of the following while playing video games?RANDOMIZE ITEMS DISPLAY TO ALL:Now wed like to learn about your experiences with certain websites and mobile apps Helped a lot
145、Helped a little Neither helped nor hurt Hurt a little Hurt a lot No answer a.Your friendships Sep 26-Oct 23,2023 14 32 49 3 1 1 b.How well you do in school Sep 26-Oct 23,2023 4 7 72 15 2 1 c.Your problem-solving skills Sep 26-Oct 23,2023 16 40 41 3 1 1 d.How well you work with others Sep 26-Oct 23,2
146、023 10 31 55 3 1 1 e.Your mental health Sep 26-Oct 23,2023 11 21 60 7 1 1 f.How much sleep you get Sep 26-Oct 23,2023 2 3 54 37 4 1 Yes,this has happened to me No,this has not happened to me No answer a.Being called an offensive name Sep 26-Oct 23,2023 41 59 1 b.Being physically threatened Sep 26-Oc
147、t 23,2023 12 87 1 c.Someone sending unwanted sexually explicit things to you Sep 26-Oct 23,2023 8 92 1 36 PEW RESEARCH CENTER www.pewresearch.org ASK ALL:TSNS1 Do you ever use any of the following apps or sites?RANDOMIZE ITEMS 6 September-October 2014/February-March 2015 item wording was“Twitter.”Ye
148、s,I use this app or site No,I do not use this app or site No answer a.Twitter(recently renamed to“X”)6 Sep 26-Oct 23,2023 20 79 1 Apr 14-May 4,2022 23 77 1 Sep 25-Oct 9,2014&Feb 10-Mar 16,2015 33 66 1 b.Instagram Sep 26-Oct 23,2023 59 41 1 Apr 14-May 4,2022 62 38 1 Sep 25-Oct 9,2014&Feb 10-Mar 16,20
149、15 52 48 1 c.Facebook Sep 26-Oct 23,2023 33 67 1 Apr 14-May 4,2022 32 67 1 Sep 25-Oct 9,2014&Feb 10-Mar 16,2015 71 29 1 d.Snapchat Sep 26-Oct 23,2023 60 39 1 Apr 14-May 4,2022 59 41 1 Sep 25-Oct 9,2014&Feb 10-Mar 16,2015 41 59 1 e.YouTube Sep 26-Oct 23,2023 93 6 1 Apr 14-May 4,2022 95 5 1 NO ITEM f.
150、g.Reddit Sep 26-Oct 23,2023 14 85 1 Apr 14-May 4,2022 14 85 1 h.TikTok Sep 26-Oct 23,2023 63 36 1 Apr 14-May 4,2022 67 33 1 i.Twitch Sep 26-Oct 23,2023 17 82 1 Apr 14-May 4,2022 20 79 1 j.WhatsApp Sep 26-Oct 23,2023 21 79 1 Apr 14-May 4,2022 17 82 1 k.Discord Sep 26-Oct 23,2023 28 71 1 37 PEW RESEAR
151、CH CENTER www.pewresearch.org ASK IF SMARTPHONE USER OR PLAYS VIDEO GAMES(DEVICEa=1 OR VGUSE=1):DEVTIME Overall,would you say the amount of time you spend on the following is RANDOMIZE ITEMS;RANDOMIZE RESPONSE OPTIONS 1&2 WITH 3 ALWAYS LAST DEVTIMEa BASED ON ALL TEENS:ASK ALL:TCUTBACK Have you ever
152、chosen to cut back on the amount of time you spend on the following?RANDOMIZE ITEMS l.BeReal Sep 26-Oct 23,2023 13 86 1 Too much Too little About right No answer a.ASK THOSE WHO PLAY VIDEO GAMES(VGUSE=1)N=1,245:Playing video games Sep 26-Oct 23,2023 16 15 69 1 b.ASK SMARTPHONE USERS(DEVICEa=1)N=1,38
153、9:Your smartphone Sep 26-Oct 23,2023 40 6 54 1 Too much Too little About right Does not play video games No answer to DEVTIMEa No answer to VGUSE a.Playing video games Sep 26-Oct 23,2023 14 13 58 15 1 1 Yes,I have done this No,I have not done this No answer a.Your smartphone Sep 26-Oct 23,2023 36 63 1 b.Social media Sep 26-Oct 23,2023 39 60 1 c.Playing video games Sep 26-Oct 23,2023 38 61 1