{"id":97214,"date":"2003-07-06T00:00:00","date_gmt":"2003-07-06T05:00:00","guid":{"rendered":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/2003\/07\/06\/let-the-games-begin-gaming-technology-and-college-students\/"},"modified":"2024-04-14T04:18:45","modified_gmt":"2024-04-14T09:18:45","slug":"let-the-games-begin-gaming-technology-and-college-students","status":"publish","type":"post","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/let-the-games-begin-gaming-technology-and-college-students\/","title":{"rendered":"Let the games begin: Gaming technology and college students"},"content":{"rendered":"<h3 data-is-section=\"true\" data-wp-context=\"{&quot;id&quot;:&quot;gaming-technology-and-entertainment-among-college-students&quot;}\" data-wp-interactive=\"{&quot;namespace&quot;:&quot;prc-block\\\/table-of-contents&quot;}\" id=\"gaming-technology-and-entertainment-among-college-students\" class=\"wp-block-heading\">Gaming technology and entertainment among college students<\/h3>\n\n<ul class=\"wp-block-list\">\n<li>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.<\/li>\n<li>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. <\/li>\n<li>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. <\/li>\n<li>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 available.<\/li>\n<li>Two-thirds of respondents (65%) said gaming has little to no influence in taking away time they might spend with friends and family.<\/li>\n<li>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.<\/li>\n<li>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 room.<\/li>\n<li>Most college student gamers seem to associate positive feelings with gaming, such as \u201cpleasant\u201d (36%), \u201cexciting\u201d(34%), and \u201cchallenging\u201d (45%). Fewer students reported feeling frustrated (12%), bored (11%), or stressed (6%) by gaming. <\/li>\n<li>Close to half (48%) of college student gamers agreed that gaming keeps them from studying \u201csome\u201d or \u201ca lot.\u201d In addition, about one in ten (9%) admitted that their main motivation for playing games was to avoid studying. <\/li>\n<li>College student gamers\u2019 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.<\/li>\n<li>One third (32%) of students surveyed admitted playing games that were not part of the instructional activities during classes.<\/li>\n<\/ul>","protected":false},"excerpt":{"rendered":"<p>This is a report of a study of college students\u00e2\u20ac\u2122 use of electronic, video and online games. Seventy percent of college students surveyed reported playing games at least once in a while. The academic and social impacts of gaming are discussed.<\/p>\n","protected":false},"author":273,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"sub_headline":"","sub_title":"","_crdt_document":"","_prc_public_revisions":[],"_ppp_expiration_hours":0,"_ppp_enabled":false,"ai_generated_summary":"","relatedPosts":[],"reportMaterials":[],"multiSectionReport":[{"key":"_migrate_0","postId":97223},{"key":"_migrate_1","postId":97230},{"key":"_migrate_2","postId":97236}],"package_parts__enabled":false,"package_parts":[],"_prc_fork_parent":0,"_prc_fork_status":"","_prc_active_fork":0,"datacite_doi":"","datacite_doi_citation":"","_prc_seo_qr_attachment_id":0,"spoken_article_player_enabled":true,"bylines":[{"key":"5a4877b2-5dfe-45c7-948b-24f93b1e6fd5","termId":2336}],"acknowledgements":[],"displayBylines":true,"footnotes":"","prc_watchers":[]},"categories":[361,374,453,290,206],"tags":[2298,2299],"bylines":[2336],"collection":[],"datasets":[],"level_of_effort":[],"primary_audience":[],"information_type":[],"_post_visibility":[],"formats":[458],"_fund_pool":[],"languages":[],"regions-countries":[],"research-teams":[526],"workflow-status":[],"class_list":["post-97214","post","type-post","status-publish","format-standard","hentry","category-education","category-higher-education","category-leisure","category-teens-tech","category-teens-youth","tag-gaming","tag-generations","bylines-steve-jones","formats-report","research-teams-internet"],"label":false,"post_parent":0,"word_count":402,"canonical_url":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/let-the-games-begin-gaming-technology-and-college-students\/","art_direction":false,"_embeds":[],"watchers":[],"table_of_contents":[{"id":97214,"title":"Let the games begin: Gaming technology and college students","slug":"let-the-games-begin-gaming-technology-and-college-students","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/let-the-games-begin-gaming-technology-and-college-students\/","is_active":true},{"id":97223,"title":"Gaming Comes of Age","slug":"gaming-comes-of-age","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/gaming-comes-of-age\/","is_active":false},{"id":97230,"title":"Implications of College Students\u2019 Gaming for the Future","slug":"implications-of-college-students-gaming-for-the-future","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/implications-of-college-students-gaming-for-the-future\/","is_active":false},{"id":97236,"title":"Methodology","slug":"methodology-142-2","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/methodology-142-2\/","is_active":false}],"report_materials":"","report_pagination":{"current_post":{"id":97214,"title":"Let the games begin: Gaming technology and college students","slug":"let-the-games-begin-gaming-technology-and-college-students","link":"https:\/\/alpha.pewresearch.org\/pewresearch-org\/internet\/2003\/07\/06\/let-the-games-begin-gaming-technology-and-college-students\/","is_active":true,"page_num":1},"next_post":{"id":97223,"title":"Gaming Comes of 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