Technology Management

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THE IMPACT OF SOCIAL TECHNOLOGY: overview

Table of Contents ]

SOCIAL TECHNOLOGY TRENDS: UNITED STATES

MOBILE & AUTOS

"19 percent of drivers said they check the Internet using their cell phone while they're driving, and 35 percent said they send or receive text messages more than half of the states in the country banning texting while driving....44 percent of U.S. adults say they've been a passenger in a car when a driver used their cell phone in a way that created a dangerous situation"  (Choney, 2011).
Is this a good or a bad thing? 
Do you do it yourself? 
Should there be laws in place?


KIDS & TEENAGERS

Myth: Teens are the biggest gamers of all
Reality: Teens account for just 23% of the console audience and less than 10% of PC game minutes (Nielsen, 2009)

Today, 8-18 year-olds devote an average of 7 hours and 38 minutes to using entertainment media across a typical day (more than 53 hours a week), and because they spend so much of that time ‘media multitasking’ they actually manage to pack a total of 10 hours and 45 minutes worth of media content into those 7½ hours (Kaiser Family Foundation, 2009)

Technololgy Used by Students

(Nielson, 2009)

Teen texting numbers

(Nielson, 2009)

Teens and social networks

(PewInternet, 2010)

Teen activities on sms

(PewInternet, 2010)

Twitter use for teens

(PewInternet, 2010)

Kids use of technology

(Kaiser Family Foundation, 2010)

Media use for children

(Kaiser Family Foundation, 2010)

Types of media children have

(Project Tomorrow, 2009)

Access to technology

(Kaiser Family Foundation, 2010)

For 8 to 18 Year Olds in the U.S., top online activities include social networking (:22 a day), playing games (:17), and visiting video sites such as YouTube (:15).  
Three-quarters (74%) of all 7th-12th graders say they have a profile on a social networking site (Kaiser Family Foundation, 2010b).

Cell phones

(Kaiser Family Foundation, 2010)

ADULTS & SENIORS

As of September 2009, 47% of online adults used a social networking website, compared with the 73% of teens who did so at a comparable point in time. The percentage of adults who use online social networks has grown from 8% of internet users in February 2005 to 16% in August 2006 to 37% in November 2008. On a typical day in 2009, just over one-quarter (27%) of adult internet users visited a social networking site (PewInternet, 2010).

Adult use of social networking sites

(PewInternet, 2010)

What SNS adults use

(PewInternet, 2010)

Twitter use by adults

There is little variation in the use of status update services based on race, ethnicity or socio-economic status; however, online women (21% of whom use Twitter or other status update services) are more likely to use these services than men (17% of whom do so) (PewInternet, 2010).

Adult Use

(Nielsen, 2009)

EVERYONE

Cell ownership

(PewOnline, 2010)

Where we got our news yesterday

(Pew Research, 2010)

How often we get news

(Pew Research, 2010)

VIRTUAL WORLDS: Virtual worlds are persistent online play spaces which allow users to determine the direction of game play. Teen use of virtual worlds has remained steady since February 2008 – currently, 8% of online teens say they visit virtual worlds like Gaia, Second Life or Habbo Hotel, similar to the 10% of such teens who visited virtual worlds in 2008. As we saw in 2008, younger teens continue to be more enthusiastic users of virtual worlds – 11% of online teens 12-13 use virtual worlds, while 7% of teen internet users 14-17 use them. There is no difference in virtual world use between boys and girls, by race or ethnicity or household income.   Use of virtual worlds is more common among teens than among adults. In September 2009 we measured virtual world usage among adults for the first time and found that 4% of online adults visit virtual worlds. Usage of virtual worlds is relatively consistent across age cohorts, with 4% of internet users under age 30 and 4% of those thirty and up visiting virtual worlds. Among adults there are no differences on virtual world use related to gender, race/ethnicity, income, or education (PewInternet, 2010).