2003 – LET THE GAMES BEGIN
LET THE GAMES BEGIN
GAMING TECHNOLOGY AND ENTERTAINMENT AMONG COLLEGE STUDENT
Autor principal: Steve Jones
Pew Internet & American Life.
Publicado el 6 de Julio de 2003 en Washington DC
Consulta la investigación completa
Resumen de los resultados
While the last few years have seen tremendous growth in gaming, for one segment of the
population, college students, gaming is virtually a commonplace. Computer, video and
online games are woven into the fabric of everyday life for college students. And, they
are more of a social/socializing activity than most suspected.
• All of those surveyed reported to have played a video, computer or online game at
one time or another. Seventy percent (70%) of college students reported playing
video, computer or online games at least once in a while. Some 65% of college
students reported being regular or occasional game players.
• Students cited gaming as a way to spend more time with friends. One out of every
five (20%) gaming students felt moderately or strongly that gaming helped them
make new friends as well as improve existing friendships.
• Gaming also appears to play a surrogate role for some gamers when friends are
unavailable. Nearly two-thirds (60%) of students surveyed agreed that gaming,
either moderately or strongly, helped them spend time when friends were not
• Two-thirds of respondents (65%) said gaming has little to no influence in taking
away time they might spend with friends and family,
• Students integrate gaming into their day, taking time between classes to play a
game, play a game while visiting with friends or instant messaging, or play games
as a brief distraction from writing papers or doing other work.
• Gaming is integrated into leisure time and placed alongside other entertainment
forms in their residence, and that it forms part of a larger multitasking setting in
which college students play games, listen to music and interact with others in the
• Most college student gamers seem to associate positive feelings with gaming,
such as “pleasant” (36%), “exciting”(34%), and “challenging” (45%). Fewer
students reported feeling frustrated (12%), bored (11%), or stressed (6%) by
• Close to half (48%) of college student gamers agreed that gaming keeps them
from studying “some” or “a lot.” In addition, about one in ten (9%) admitted that
their main motivation for playing games was to avoid studying.
• College student gamers’ reported hours studying per week match up closely with
those reported by college students in general, with about two-thirds (62%)
reporting that they study for classes no more than 7 hours per week, and 15%
reported studying 12 or more hours per week.
• One third (32%) of students surveyed admitted playing games that were not part
of the instructional activities during classes.