Here are some of the current numbers:
- 99% of boys and 94% of girls play video games
- Younger boys are the most enthusiastic players; older girls are the least enthusiastic about these activities
- Gaming is a social activity - 65% of gaming teens play with other people who are physically in the same room
- Teens play video games with people they know
- Parents are more likely to monitor the game playing activities of boys and younger children
- 49% of teen players have seen "people being hateful, sexist, or racist" during their game play activities
- African American males were the least intense users
- African American females were the most intense users (often surpassing the male Caucasian Americans)
- African American females were more likely than Caucasian Americans to text message friends via cell phone
- Children whose parents had higher income and education levels had been using IT longer
- Children who had been using IT longer had higher grades in school; children who played video games more had lower grades in school
This reminds me of an chapter by Kurt Squire (2008) that explored the possibility of using Grand Theft Auto: San Andreas (GTA: SA) for educational purposes. In that study, Squire interviewed Caucasian and African American teens who were avid GTA: SA players. Based on his experiences with teens, Squire argues that "games could be an excellent bridging mechanism for disengaged students, particularly adolescent boys, many of whom are labeled ADHD and cause many problems at school" (p. 184).
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