Growing Up With Media: Media use patterns

Video, Computer, and Internet Game Play:

Internet games were asked separately from video and computer games to examine potential differences across medium.

About 3 of every 4 youth reported playing Internet games in a typical week.

Internet games played in the past year- Child respondent Wave 1(n = 1,581) Wave 2(n = 1,195) Wave 3(n = 1,150)
Number of days in a ‘typical week’
  7 days 11% 12% 13%
  5-6 days 8% 9% 7%
  3-4 days 21% 17% 15%
  1-2 days 36% 35% 37%
  0 days 24% 27% 27%
Amount of time in a ‘typical day’
  More than 3 hours 4% 4% 5%
  More than 2 hours –3 hours 4% 4% 4%
  More than 1 hour –2 hours 12% 11% 12%
  31 minutes – 1 hour 23% 22% 19%
  1 – 30 minutes 32% 31% 31%
  0 minutes 25% 28% 29%


Most youth played Internet games in a typical week, and did so for an hour or less in a typical day when they played.

Internet game use in a typical week by age over time

Consistently across time, Internet game play was more common among younger youth than older youth.  Boys and girls were equally likely however, to report use of Internet games.

Internet game use in a typical week by biological sex

The majority of youth (84-90%) reported playing video or computer games in a typical day

Similar to Internet games, most youth reported playing computer and video games at least once in a typical week.  More youth reported daily computer and video game use compared to online game use however.  Game play also was slightly more intense, with twice as many youth playing these types of games for more than 1 hour-2 hours daily compared to Internet games.

Computer and video games played in the past year – Child respondent Wave 1 (n=1,581)
Wave 2 (n=1,195) Wave 3 (n=1,150)
Number of days in a ‘typical week’
  7 days 22% 19% 19%
  5-6 days 17% 15% 12%
  3-4 days 23% 23% 20%
  1-2 days 27% 30% 33%
  0 days 10% 14% 16%
Amount of time in a ‘typical day’
  More than 3 hours 9% 7% 7%
More than 2 hours –3 hours 9% 9% 7%
More than 1 hour –2 hours 22% 19% 21%
  31 minutes – 1 hour 25% 25% 23%
  1 – 30 minutes 22% 25% 24%
  0 minutes 12% 16% 18%

 

Computer and video game use in a typical week by age over time

Use of computer and video games by age was elevated compared to Internet games, but similar age trends were noted: as youth got older they were less likely to play games in a typical week. Across all waves of data collection, boys were more likely to play computer or video games than girls. Moreover, rates of game play were stable for boys but decreased over time for girls.

Computer and video game use in a typical week by biological sex

Game players most commonly played games in a common room.

Video games Computer / Internet games
Location most often used to play video games – Child respondent Wave 1   (n=1,481) Wave  2 (n=1,109) Wave 3 (n=1,041) Wave 2 (n=1,124) Wave 3 (n=1,059)
In a common room at home 52% 39% 49% 41% 51%
In my bedroom 31% 27% 32% 13% 19%
In a private room at home 12% 6% 8% 13% 14%
At another person’s home 2% 4% 6% 4% 4%
Somewhere else 2% 16% 2% 16% 2%
At school 1% 1% <1% 3% 1%
At the library <1% <1% <1% 2% 1%
I do not play [computer/ Internet]

games

6% 4% 9% 8%



Youth played games in a variety of locations, yet similar to youth Internet use, most youth (67-95%) played somewhere in their home – and this most frequently was a common room.

Game Ratings:

In general, across time, the cohort reported playing games that were age-appropriate.

About 1 of every 4 youth played video games rated ‘Mature’.

Ratings of games played  – Child respondent Wave 1(n = 1,481) Wave 2(n = 1,124) Wave 3(n = 1,059)
T (Teen) 64% 61% 69%
E (Everyone) 61% 58% 53%
M (Mature) 19% 24% 28%
EC (Early Childhood) 3% 2% 1%
AO (Adults Only) 1% 1% 2%
RP (Rating Pending) 1% 1% 1%
Not sure 8% 9%


Across time, most youth played “T” (Teen) rated games, which are intended for audiences 13 years and older.  About 1 of every 5 youth at Wave 1 reported playing “M” (Mature) rated games, which are intended for audiences 17 years.  Given that our oldest respondents were 15 years old, this suggests that some youth were playing games intended for older audiences.  As would be expected with an aging cohort, gamers were less likely to play “E” and more likely to play “M” rated games over time.

Video Game Ratings

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