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Teens & Social Networks Study (June 2010)

Teens & Social Networks Study (June 2010)



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Published by Mashable
(Source: Mashable) Objective: To understand teens' experience with social networking and communities
(Source: Mashable) Objective: To understand teens' experience with social networking and communities

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Published by: Mashable on Jun 30, 2010
Copyright:Attribution Non-commercial


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Teens & SocialTeens & SocialNetworks StudyNetworks Study
June 2010 
Objectives & MethodologyObjectives & Methodology
To understand teens’experience with social networking andcommunities.
The study was conducted online, using OTX’ssecure andadvanced technological capabilities. Respondents were recruited viaOTX’srobust Online Sample Community
The survey took respondents approximately 15 minutes to completeField dates:April 26-29, 2010
Teens 13-17
n=600 completed surveysn=300 boys / n=300 girlsNatural fall-out for social networking, online gamingNo past 3 month participation in similar studies
Executive Summary of FindingsExecutive Summary of Findings
Online teens in the US report they typically spend 2 hrs on the internet a day.On average, 80% of that time is spent on a social network.
1.Is Facebook the new MySpace?:
Most online teens belong to a social net, and Facebook is still by fartheir #1 social network. But, a significant amount of teens report “Facebook Fatigue.”
 –Among those teens who have created a profile, roughly one-in-five (19%) claim “they no longer visit Facebook”or “are using it less than they did a year ago.”
2.“Lack of privacyor “adult/parental intrusion”seems to be of lesser concern among lapsedFacebook users:
16% are declining because “my parents joined”and 14% because there are “toomany adults/older people.”A mere 13% attribute it to being “uncomfortable with people seeing mypersonal stuff”
3.Teens spend money on Social Nets:
Among the more than 2-in-five Social Net Teens (43%) thathave spent money on or in a social network, most consider it “money well spent.”
4.Games garner most of the
Social Net Spending 
among teens:
7% report that they’ve purchased a“virtual gift”while twice that amount have purchased “currency in a game to by virtual items”(15%) or“accessories for their avatar in a game”(14%). A significant amount of teens report that they’ve madethe following type of purchases in a social net:

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