Teens and Technology - Pew Internet & American Life Project
Teens and Technology - Pew Internet & American Life Project
Teens and Technology - Pew Internet & American Life Project
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Part 6.<br />
Information-Seeking <strong>and</strong> Leisure Activities<br />
The nature of teens’ online activities changes with age <strong>and</strong> access.<br />
In the same way that age matters when looking at patterns of internet use among different<br />
generations of adults, teens continue to demonstrate different phases of internet use as<br />
they grow older <strong>and</strong> new technologies become available to them. Some of these changes<br />
in behavior are visible in age-specific trends in various internet activities that have been<br />
consistent over time. For instance, though the gap has narrowed since 2000, younger<br />
teens (aged 12-14) continue to be more interested in online gaming than older teens (aged<br />
15-17). Similarly, it is as true now as it was four years ago that older teens lead the pack<br />
for instant messaging, online news gathering <strong>and</strong> online shopping.<br />
However, other changes in internet activity levels over time can be attributed, in part, to<br />
the evolution of the technology that is accessible to the teen of today. At the most basic<br />
level, we have found that the connection speed a teen has access to affects his or her<br />
likelihood to engage in certain activities. Beyond that, there are a host of other factors that<br />
can influence the l<strong>and</strong>scape of<br />
activities that teens engage in<br />
Online <strong>Teens</strong>: Change Over Time<br />
on a typical day.<br />
Online teens are more likely to do some activities now than they were<br />
in 2000:<br />
2004 1 2000 2<br />
Play online games 18 81% 66%<br />
Get news or info about current events 76% 68%<br />
Buy things, such as books, clothing,<br />
or music<br />
43% 31%<br />
Look for health, dieting or fitness info 31% 26%<br />
But for some activities, online teens are just as likely to do these<br />
activities now as they were in 2000:<br />
Send or read email 89% 92%<br />
Go to websites about movies, TV<br />
shows, music groups, or sports stars<br />
84% 83%<br />
Send or receive instant messages 19 75% 74%<br />
1<br />
Source: <strong>Pew</strong> <strong>Internet</strong> & <strong>American</strong> <strong>Life</strong> <strong>Project</strong> <strong>Teens</strong> <strong>and</strong> Parents Survey, Oct.-Nov.<br />
2004. Margin of error is ± 4% for online teens.<br />
2<br />
Source: <strong>Pew</strong> <strong>Internet</strong> & <strong>American</strong> <strong>Life</strong> <strong>Project</strong> <strong>Teens</strong> <strong>and</strong> Parents Survey, Nov.-Dec.<br />
2000. Margin of error is ± 4% for online teens.<br />
As was discussed earlier in<br />
the report, the type of<br />
“technological environment”<br />
that surrounds a teen shapes<br />
his or her online life.<br />
The discussion of online<br />
activities in this section of the<br />
report is generally limited to<br />
the genres of informationseeking<br />
<strong>and</strong> leisure activities.<br />
For the purposes of this<br />
report, we have excluded all<br />
of the questions that relate to<br />
creating, sharing <strong>and</strong><br />
18 In the November-December 2000 Survey, this item read, “Play games online or download games.”<br />
19 In the November-December 2000 Survey, this item read, “Send instant messages to someone who is also<br />
online.”<br />
<strong>Teens</strong> <strong>and</strong> <strong>Technology</strong> - 35 - <strong>Pew</strong> <strong>Internet</strong> & <strong>American</strong> <strong>Life</strong> <strong>Project</strong>