Istraživanje kako žene i muškarci koriste Internet. Evo neki interesantni podatci u vezi igara...
Using the internet for entertainment: Men use the internet more than
women as a destination for recreation.
Men use the web for more kinds of entertainment and recreation than women do, with
just a few exceptions. Women play games as much as men, they listen to audio clips and
watch video clips, and they share files. But men pursue a host of other activities with
Both men and women do instant messaging, and exchange invitations. Men and women
are about equally likely to go online to listen to music, and watch videos. Sharing files
has a more volatile history. First men did this more often, and now women do. Finally,
men and women are equally likely to go online for no particular reason and to play online
Online activities done by men and women equally
Play games / 36% men / 37% woman / Jun 05
Download games / 22% men / 19% woman / Jun 05
Play lottery or gamble / 4% man / 4% woman / May 03
Part 5. Functions of the internet: How men and women use it as a tool to communicate, transact, get information, and entertain themselves.
How Women and Men Use the Internet - 32 - Pew Internet & American Life Project
Men have recently closed the gap with women in playing online games. Women have
traditionally led men in this data point; as late as November 2004, significantly more
women, 44%, than men, 34%, said they had played games online. In that same survey,
about equal numbers of men and women also said they downloaded such games to play
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 available.
• 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 room.
• 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 gaming.
• 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.