Wednesday, 18 April 2012

Stats for editorial

These are some stats I had to find for my up coming editorial. Enjoy.

Technology addiction amongst teenagers is having a disruptive effect on their learning, according to new research published today by Cranfield School of Management (UK). Over a third (39.3%) of 11-18 year olds surveyed admitted that text shortcuts damaged the quality of their written English, particularly in terms of spelling.


The study also examined how different technologies were used in an education context. “Shockingly,” said Professor Andrew Kakabadse, “a high proportion of teenagers (59.2%) admitted to inserting information straight from the internet into schoolwork, without actually reading or changing it. Almost a third (28.5%) deemed this as acceptable practice despite recognising that such behaviour is considered plagiarism.”


Over 60% of the respondents admitted to being “very” or “quite” addicted to the internet, while over 50% are addicted to their mobile phones. The report also revealed that students spend, on average, 1-2 hours a day on social network sites.


190 million households will use a next-generation video game console in 2012.


80% of an expected 190 million households, 148 million households, with next generation video game consoles will have this console connected to the Internet.


Forty percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (33 percent) than boys age 17 or younger (18 percent).


Over the past five years the amount of time the average 8- to 18-year-old spent with media is up by 1 hour, 17 minutes a day -- from 6 hours, 21 minutes in 2004 to 7 hours, 38 minutes now.




Addictive individuals can spend and average of 70 or 80 hours a week playing these games, reserving little time for work, social life, school or even sleep


A new study finds that one in ten youths, aged 8 to 18, show unhealthy and pathological signs of video game addiction. Researcher Douglas Gentile, from Iowa State University, found that 8.5 percent of 1,178 youths studied are addicted to video games, using the same standards for addiction used for pathological gamblers.

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