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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>

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