Joseph

On “97 percent of American youth play video games”

Article | A.P. (2008). “97 percent of American youth play video games.” CNN. Retrieved 16 September, 2008. http://www.cnn.com/2008/TECH/ptech/09/16/videogames.survey.ap/index.html Summary | The article, focused on the findings from a survey of over a thousand responses posits that about ninety-seven (97) percent of youths – including girls – play videogames. Additionally, the study found that these people are not simply playing alone, but with others (in person and online) in order to socialize. Additionally, the survey highlights their findings that playing video games isn’t a rare or once off happening. Also, it highlights the diversity of tastes across the population. In discussing these findings, the author of the article talks about the apparent correlation (or lack thereof) between video games and commitment to civil participation and civil engagement. Moreover, the researchers who conducted the study (and author) encourage parents to avoid the stereotypes traditionally associated with video games. User Groups | If 97% of the youth population is playing video games on a regular basis, this would imply some level of familiarity and comfort not only with technology in general, but also with the specific trope and conceits commonly part of video game design. Additionally, the social nature of gaming for this…

On “Who’s Driving Twitter’s Popularity? Not Teens”

Article | Miller, C. (2009). “Who’s Driving Twitter’s Popularity? Not Teens.” The New York Times. Retrieved 22 Octover, 2009. http://www.nytimes.com/2009/08/26/technology/internet/26twitter.html Summary | Traditional early-adopter models assume that the youth – teens, tweens, and children – are core to the success of new technologies. However, recent products (e.g., iPhone, GPS devices, Kindle) have proven this to be largely myth. The notable example chosen by Claire Cain Miller is the exponential growth of Twitter over the last couple years. While many factors have contributed to the success of twitter among adults, core among them are the nature of the different groups’ social structures/interactions, existing application ecosystem, and (not discussed) Twitter’s design. Whereas a child’s (and even young adults’) main interactions occur within their core social group, an adult’s interactions often include a much wider and more loosely defined sphere of individuals. Twitter, with its “one-to many network”, is much more suited to this collective experience. Additionally, the nature of their online social interactions is not dictated by “the music [they] listen to and the quizzes [they] take”, but participation in an ongoing social dialogue. Twitter’s ability to facilitate diverse conversation on many topics with an audience far beyond one’s social circle differentiates…