College Students: The Gadget Generation. (
eMarketer, 8/25/2011)
Note the percentage ownership of game consoles with educational level, low to high: 64%, 61%, 58%, 49%. Perhaps it's just likely that more undergrads and grads use their laptops for gameplaying, notes this Dad of two gameplaying and laptop-owning college students.
The table calls them "devices" but the eMarketer headline uses the term "gadget". At what point does a gadget cease to be a novelty and become a device? (Source:
Merriam-Webster)
Come Alive 60s Style!
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