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Fact Sheet   Print this page

Media Use

Did you know?

  • The average American child grows up in a home with an average of 3.6 CD or tape players, 3.5 TVs, 3.3 radios, 2.9 VCRs/DVD players, 2.1 video game consoles, and 1.5 computers (Kaiser Family Foundation, 2005).
  • 83% of kids, eight to eighteen, have at least one video game player in their home, 31% have 3 or more video game players, and 49% have video game players in their bedrooms (Kaiser Family Foundation, 2005).
  • Children, ages 8 to 18, spend more time (44.5 hours per week- 61/2 hours daily) in front of computer, television, and game screens than any other activity in their lives except sleeping (Kaiser Family Foundation, 2005).
  • A national survey found that 92% of children, ages 2-17, play video and computer games (National Institute on Media and the Family, 2001).
  • 98.2% of U.S. households own a television set. 99.9% of those are color (Television Bureau of Advertising, 2001).
  • More than 80% of children live in homes that have cable or satellite TV service (Kaiser Family Foundation, 2005).
  • 31% of kids have high speed internet access at home (Kaiser Family Foundation, 2005).
  • Teens report use of the Internet:
    • 89% use email
    • 84% search entertainment sites
    • 81% play online games
    • 76% search for current events
    • 75% instant message
      (Pew Internet and American Life Project, 2005)
  • 54% of children surveyed (ages 10 -17) use their computer at home to access chat rooms (National Public Radio, 2000).
  • 31% of children surveyed (ages 10 -17) report having seen a pornographic site on the Internet (National Public Radio, 2000).
  • 33% of children aged 8 to 17 said that the Web would be the medium they would want to have if they couldn't have any others. Television was picked by 26% of kids; telephone by 21%; and radio by 15% (MediaPost Communications, 2002, May 2).
  • Kids (8-18), on average, listen to 1¾ hours of music every day, with older teens (15-18) listening for 2 ½ hours a day (Kaiser Family Foundation, 2005).
  • One-third of kids (12-14) own a cell phone, while 57% of teens (15-17) own a cell phone (Pew Internet and American Life Project, 2005).
  • Almost two-thirds of kids have a portable CD, tape, or MP3 player (65%), and half (55%) have a handheld video game player (Kaiser Family Foundation, 2005).
  • 70-80% of the U.S. population read magazines and newspapers monthly (Bruner, 2002)
What's Happening
Today's youth are wired for media use more than ever before. The televisions in their bedrooms are most likely hooked to cable or linked to VCRs and video game machines. The Internet is reached via a nearby computer or over a cable hookup.

Two areas of technology are emerging to change the way we and our children use media.
  • Interactive television with the convergence of television and Internet use.
  • The revolution in wireless communication (cell phone and Internet access)
With the advent of digital television, our sets will be able to receive signals over a greater bandwidth. Digital TV sets the stage for a more interactive use of television. The viewer will have much more control over what they watch and how they watch it. Television will become a place to do shopping, play games, e-mail friends, and select movies to watch. They will be able to view interactive programs where one can switch from a program to an Internet web site that presents more information about what is being watched. The viewer can click on an alternative video stream, music or commentary about a particular subject or interest. The potential for commercial use is unlimited. Viewers will be able to buy any item they see in a program by merely clicking on it, viewing purchasing information, and buying it.

Wireless communication will bring the world of information to users no matter where they are. Cell phone use, exploding over the last few years, now connects to the Internet. Thus besides being able to place a call, the user can text or search the Internet. The ramifications of this instantaneous information access is only beginning to be felt, for commercial, business, and personal use.

Sources Last revised: 11/06
 
 
 
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