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Ypulse Research Roundup: Cooney Center Research Seminar Report, New Ypulse Report & More

Posted by meredith on 02-09-2010

Today we bring you another installment of the latest youth research available for sale or download. Remember if your company has comprehensive research for sale that focuses on youth between the ages of 8 and 24, email me to be included in the next Roundup.

How much media multitasking matters
A timely report from the Joan Ganz Cooney Center at Sesame Workshop on The Impacts of Media Multitasking on Children's Learning & Development comes out of a seminar held at Stanford University last July. To address the larger implications of the rapid expansion of media use (made all the more clear to the general public by the recent Kaiser Family Foundation report) and its impact on cognition and learning, the seminar brought together representatives from neuroscience, child development, cognitive science, communication, and education fields, along with business, policy, and advocacy leaders to spark an interdisciplinary consideration of the implications of media multitasking on American youth. This report offers a summary of the ideas brought to light over the course of that and a list of questions generated including what does it mean to have portion of yourself “always elsewhere” and, for that matter, “never alone?” Cost: N/A

For more… visit the Media multitasking page on the Stanford site.

The long and short of young adults & social media
As we posted lat week, The Pew Internet & American Life Project report on Young Adults & Social Media just released a heaping helping of statistics on how teens and young adults are using the web and mobile. In what some are painting as a turn of the technology tables, the findings reveal a decline in blogging among teens and young adults and a modest rise among adults 30 and older. But even as "blogging" declines among those under 30, wireless connectivity continues to rise in this age group, as does social network use and the popularity of Facebook social status updates. The report also reveals the truth about Twitter: teens ages 12-17 are not using the microblogging service in large numbers, though high school-aged girls show the greatest enthusiasm for the application, a trend we connected with the presence of favorite celebs. Cost: Free

For more information.. visit theew Internet & American Life Project

Lost in translation with youth?
Partnering with youth marketers, culture and trend experts from around the world, Graham Brown and the team at mobileYouth have crowd-sourced an impressive amount of research on global youth trends to share in this series of three presentations. In the three part series, the What Youth Think: 2010 Youth Trends Report covers technology, social trends, regional differences and more touching on hot topics like the Attention Economy, Co-Shopping and the ways youth is shaping the future of media technology.

For more information… download part 1, 2 and 3 on themobileYouth site.

Campus [Online] Culture
The Fall '09 installment of GenDigital's College Internet Life report focuses on Internet life and the campus culture of the original digital generation. The report offers snacky tidbits like students' five favorite web destinations. alongside a more in-depth look at activity-related data across multiple sites, services and platforms, noteworthy macro trends and highlights of key behavioral changes on a sequential and year over year comparison basis. Cost: $379 until March 1 when the cost of new Internet Life reports will be $479.

For more information.. More

Marketing in a Millennial World
The DMW "Millennials" report examines how the values, outlooks, and preferences of 75 million young adults is re-shaping the marketplace. Beyond their demographic diversity, the report calls attention to the distinct behaviors, attitudes, and values that set this group apart from the rest. Growing up with lives shaped by technology, the report encourages marketers to give Millennials tools that will allow them to thrive by balancing big dreams with a pragmatic reality. For instance, financial products and services that can be positioned to help them achieve dreams of financial security, without compromising on their ideals. Cost: N/A

For more information…download on the DMW Direct page

The Ypulse Report – January 2010: Technology, Video Games, and “Cool
The January Ypulse Report takes 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 the network of 1,000 college students and 500 high school students to find out. Spoiler: cool lives on, but in a distinctly Millennial fashion. Cost: $249

For more information.. go to the Ypulse Research page

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