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2009 1.9.09 - teens and the internet- ces

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  • The earliest known interactive electronic game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube [3] in 1947. The game was a missile simulator inspired by radar displays from World War II. It used analog circuitry, not digital, to control the CRT beam and position a dot on the screen. Screen overlays were used for targets since graphics could not be drawn at the time. [1]
  • Japan's first commercial mobile phone service was launched by NTT in 1978. By November 2007, the total number of mobile phone subscriptions in the world had reached 3.3 billion, or half of the human population (although some users have multiple subscriptions, or inactive subscriptions), which also makes the mobile phone the most widely spread technology and the most common electronic device in the world. [3]
  • the first recognizable social network site launched in 1997. SixDegrees.com allowed users to create profiles, list their Friends and, beginning in 1998, surf the Friends lists.
  • http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&friendID=54465471
  • http://www.ipcmclean.org/
  • Time shifting Place shifting Device shifting
  • Impacts Autonomy Choice Maneuverability Attention Time use Norms Identity Relationship to info Relationship to people Relationship to organizations and groups
  • Transcript

    • 1. TEENS AND THE INTERNET Lee Rainie – Director Pew Internet Project CES – Kids@Play Summit January 9, 2009
    • 2. Digital native – Born 1990 PCs are 15 years old Email is 22 years old Today: 87% of teens use email Today: 60% of teens have a desktop/laptop
    • 3. Digital native – Born 1990
      • Today:
      • 97% of teens play video or computer games
      Video games are 43 years old - missile simulator in 1947 Pong is 18 years old
    • 4. 10 Virtual Worlds (Second Life, Gaia, Habbo Hotel) 21 MMOGs (World of Warcraft) 32 Survival Horror (Resident Evil, Silent Hill, Condemned ) 36 Role-Playing (Final Fantasy, Blue Dragon Republic) 47 First-Person Shooters (Halo, Counter-Strike, Half-Life ) 49 Fighting (Tekken, Super Smash Bros., MortalKombat) 49 Simulation (Sims, Rollercoaster Tycoon) 59 Strategy (Civilization IV, Command and Conquer) 61 Rhythm (Guitar Hero, Dance Dance Revolution) 66 Adventure (Legend of Zelda, Tomb Raider) 67 Action (Grand Theft Auto, Devil May Cry) 68 Sports (Madden, FIFA, Tony Hawk) 72 Puzzle (Bejeweled, Tetris, Solitaire) 74% Racing (NASCAR, Mario Kart, Burnout)
    • 5. Digital native – Born 1990
      • Today:
      • >75% of teens have a cell phone
      Commercial cell phones were 12 years old
    • 6. Digital native – Born 1990 Tim Berners-Lee creates World Wide Web Today: 93% of teens use the internet
    • 7. Digital native – Preschool (3 years) First great browser – 1993 Netscape IPO – Aug. 9, 1995 Today: > 90% of online teens use their browsers for cloud computing activities
    • 8. Digital native – 1 st and 2 nd grades (ages 6,7) ICQ - 1996 AOL instant messaging - 1997 Today: ~ 68% of online teens use instant messaging
    • 9. Digital native – First grade (age 6) Palm Pilot – 1996 Today: ~20% of teens have their own PDAs or Blackberries
    • 10. Digital native – Second grade (age 7) Blogs – 1997, 1999, 2001, 2003 Today: ~30% of online teens keep blogs and regularly post -------- 54% read blogs
    • 11. Digital Native – Third grade (age 9) Napster - 1999 Today: ~35% of online teens find out about new songs by free downloads ~ 33% of online teens swap files on peer-to-peer
    • 12. Digital native – Third grade (age 9) TiVo – 1999 Today: ~ 40%-50% of teens have DVRs in house
    • 13. Digital native – Fifth grade (age 11) Wikipedia - 2001 Today: ~ 55% of online teens use Wikipedia
    • 14. Digital Native – Sixth grade (age 12) iPod - 2002 Today: 74% of teens have an MP3 player
    • 15. Digital native – 7 th and 8 th grade (ages 13,14) MySpace - 2003 Facebook - 2004 Today: >70% of online teens use social network sites
    • 16. Digital native – Seventh grade (age 13) Del.icio.us - 2003 Today: 40%-50% of online teens tag content
    • 17. Digital native – Seventh grade (age 13) Flickr - 2003 Today: ~60%-70% of teens have digital cameras ~50%- 60% of online teens post photos online
    • 18. Digital native – Eighth grade (age 14) Podcasts – 2004 Today: >25% of online teens have downloaded podcasts
    • 19. Digital native – Ninth grade (age 15) YouTube – 2005 Today: ~40% of teens have video cameras ~25% have uploaded videos >75% view videos on video-sharing sites
    • 20. Digital native – Tenth grade (16) Twitter – 2006 Today: ???
    • 21. Participatory, creative class -- extras
      • Close to three-quarters of online teens have created content for the internet
    • 22.
      • 39% of online teens have shared their own creations online
      Other content creation
    • 23.
      • ~37% of online teens have rated a person, product, or service online
      Other content creation
    • 24.
      • 26% of online teens report keeping their own personal webpage
      Other content creation
    • 25.
      • ~25% of online teens have created or worked on webpages or blogs for others, including those for groups or school assignments
      Other content creation
    • 26. Other content creation 20% of online teens say they remix content they find online into their own artistic creations
    • 27.
      • This is an ecosystem that changes the …
      • volume
    • 28.
      • This is an ecosystem that changes the …
      • variety
    • 29.
      • This is an ecosystem that changes the …
      • velocity
    • 30.
      • This is an ecosystem that changes the …
      • venues
      and availability
    • 31.
      • This is an ecosystem that changes the …
      • vigilance
    • 32.
      • This is an ecosystem that changes the …
      • vibrance
    • 33.
      • This is an ecosystem that changes the …
      • valence
    • 34.
      • This is an ecosystem that changes the …
      • voice
    • 35.
      • This is an ecosystem that changes the …
      • visibility
    • 36.
      • This is an ecosystem that changes the …
      • value
      of social networks and filters
    • 37.  
    • 38. Thank you!
      • Lee Rainie
      • Director
      • Pew Internet & American Life Project
      • 1615 L Street NW
      • Suite 700
      • Washington, DC 20036
      • [email_address]
      • 202-419-4500