The Ypulse Report – Technology, Video Games, and “Cool”
In January 2010, we took an in-depth look at the role technology and video games play in the lives of teens and college students. In a detailed analysis of consumption patterns and frequency of use associated with the devices held as ubiquitous in young lives broken down by age group and gender, we uncover what Millennials value most universally (unsurprisingly communication, entertainment and portability all reign supreme), as well as how respective segments vary from one another. For instance, with the majority of college aged males sporting the “bare essentials” of a laptop, an MP3 player and a phone, they come out as the most minimalist of the group. On the other side of the spectrum, we get to put the final(!) nail in the coffin on the assumption that gaming is just for guys. In fact, not only is gaming just as popular among teenage males as it is among teenage females, but teenage females are more likely to have a handheld video gaming system such as the Nintendo DS than their high school male counterparts. Also, in case you were wondering if it was still “cool” to use “cool”, we checked in with 1,000 college students and 500 high school students to find out. Spoiler: cool lives on, but in a distinctly Millennial fashion.
Sample size: 1,000 college students, with quotas established to match NCES data across race, state and gender. 500 high school students, with quotas established by class year and gender. Fielded in January 2010.
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