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Pew Research Center: American Teens & Video Games

The Pew Research Center has released new findings on how American teens play video games, revealing that 72% of U.S. teenagers view gaming as a way to spend time with others. It found that almost half of American teen gamers have made online friends through video games.

The center surveyed 1,423 U.S. teens aged between 13 to 17 about their video game habits to analyse their gaming habits.

The results show that playing video games is the norm for the American teenage demographic, with an 85% majority confirming that they do. Interestingly, while four-in-ten think of themselves as gamers, 45% of those who do play video games do not view themselves as gamers.

Notably, 97% of teen boys play video games, who are also far more likely than girls to play them daily and several times a day. In comparison, just over 70% of teen girls play video games, and less than a quarter play them daily. In addition, boys are more likely than girls to report both positive and negative experiences, like making friends or encountering harassment.

The study highlights how the social aspect of gaming is a key part of the experience for many American teens. Around 89% of those surveyed play video games with others, whether in-person or online. Around half report that they have made a friend online through a video game they both play.

After entertainment and spending time with others, competing with others is the third leading reason American teenagers like to play video games. Almost half of the teens surveyed play video games on a desktop or laptop, and around a quarter use virtual reality headsets to do so.

Furthermore, 47% say that playing video game has helped their friendships, and 41% share that it has helped how they work with others. Moreover, 32% say that gaming has improved their mental health.

While more than half agree that it has helped their problem-solving skills, 41% also admit that it has disrupted their sleep. Teens who report playing video games too much are also more likely to experience downsides like a negative impact on schoolwork.

Other disparities are outlined, with teens who report making a friend online through playing a video game more likely to identify as Black or Hispanic rather than White.

Similarly, teens who see themselves as gamers are far more likely to report making new friends online through doing so. They also more inclined than their counterparts to use Discord and Twitch regularly.

You can read the Pew Research Center’s findings in full here.

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