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This report explores the new contours of friendship in the digital age. For American teens, making friends isn’t just confined to the school yard, playing field or neighborhood – many are making new friends online.

PORT WASHINGTON - A high school senior who faced a possible felony conviction after he Snapchatted video of a locker room prank to the whole school last year can now graduate to a future free of such a hurdle.

His story becomes another cautionary tale about the potential dangers that accompany the impulse to share every one of life's funny moments on social media, where not everyone will always find humor.

and gameplay are pervasive in the lives of most American teens – and for boys in particular, video games serve as a major venue for the creation and maintenance of friendships.

Fully 72% of all teens play video games on a computer, game console or portable device like a cellphone, and 81% of teens have or have access to a game console.

He said while Meinel has no prior record and has been remorseful, “This was wrong.

It covers the results of a national survey of teens ages 13 to 17; throughout the report, the word “teens” refers to those in that age bracket, unless otherwise specified. Fully 57% of teens ages 13 to 17 have made a new friend online, with 29% of teens indicating that they have made more than five new friends in online venues.

10 through March 16, 2015, and 16 online and in-person focus groups with teens were conducted in April 2014 and November 2014.

As was noted in Chapter 1 of this report, games play an important role in the creation of teens’ friendships — and this is especially true for boys: In the analysis that follows, we investigate more deeply the role of video games in teen friendships, with a particular focus on the way in which gaming spaces impact and contribute to friendships among boys.

Video games are not simply entertaining media; they also serve as a potent opportunity for socializing for teens with new friends and old.

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