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2002
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56 pages
1 file
The study explores the changing media landscape's impact on young people's lives in the UK, focusing on their access to and use of new media forms. It aims to chart current media interactions at home and school, assess leisure activities, understand the implications for social inequalities, and establish a baseline for future comparisons. Findings reveal significant gender and socio-economic disparities in media access and usage, with implications for understanding adolescent engagement with both traditional and modern media.
The mediatisation of young people daily lives constitutes a significant subject due to the expressive use of media in their daily routines. In this article, we resort to a representative sample of 3609 online respondents aged between 14 and 30 years old from nine European countries (and Portugal), in order to perceive the impact new (and " old ") media have in these youngsters daily media consumption activities. The results of this online survey show complementary uses between networked and traditional media, but also highlight a gradual substitution of " old " by " new " networked individualized media when leisure and news-related activities are at stake.
First Monday [em linha], 2002
Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth (p18 yr). Ninety studies published in English language journals between 1949 and 2004 were included, presenting data from 539 independent samples (the unit of analysis). Results suggest contemporary youth watch on average 1.8-2.8 h of TV per day, depending on age and gender. Most (66%) are 'low users' (o2 h day À1 ) of TV but 28% watch more than 4 h day À1 . Boys and girls with access to video games spend approximately 60 and 23 min day À1 , respectively, using this technology. Computer use accounts for an additional 30 min day À1 . Age-specific data suggest TV viewing decreases during adolescence, but those considered 'high users' at young ages are likely to remain high users when older. For children with access to a television set, the number of hours spent viewing does not appear to have increased over the past 50 years. r
Current Psychology
The prevalence of digital play devices, including tablets and smartphones, has led to overuse among some young children. The purpose of this research is to examine the overuse cases among young children. Participants of this qualitative case study were five children aged five to seven years, their parents, and a psychiatrist. The data were mainly obtained through semi-structured interviews. Interviews were further supported by close observations, a collection of digital play diaries, as well as an interview with a psychiatrist who specializes in childhood gaming addiction. Then data analyzed using content analysis techniques. The results are presented in five themes: practices, reasons, feelings about overuse, restricting playtime, and content. The first three themes described the nature of the overuse, while the last two themes described the parents' efforts to restrict their children's digital play. Findings revealed that the joint effects of different factors triggered children's overuse, that parents and children felt a range of emotions from happiness to aggression, and that parents' restrictive mediation strategies were mostly infective.
Journal of Public Health, 2014
Background Economic and technological improvements can help increase screen time use among adolescents, but evidence in developing countries is scarce. The aim of this study was to examine changes in TV watching and computer/video game use patterns on week and weekend days after a decade (2001 and 2011), among students in Santa Catarina, southern Brazil.
Background: The screen-media landscape has changed drastically during the last decade with wide-scale ownership and use of new portable touchscreen-based devices plausibly causing changes in the volume of screen media use and the way children and young people entertain themselves and communicate with friends and family members. This rapid development is not sufficiently mirrored in available tools for measuring children’s screen media use. The aim of this study was to develop and evaluate a parent-reported standardized questionnaire to assess 6-10-year old children’s multiple screen media use and habits, their screen media environment, and its plausible proximal correlates based on a suggested socio-ecological model. Methods: An iterative process was conducted developing the SCREENS questionnaire. Informed by the literature, media experts and end-users, a conceptual framework was made to guide the development of the questionnaire. Parents and media experts evaluated face and content...
Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12e16 year-old school adolescents (N ¼ 323). The research design was a cross-sectional survey, in which an intervieweradministered recall questionnaire was used. Statistical analyses included repeated measures analyses of variance, analysis of covariance and structural equation models. Results showed an average of 2.52 h per day of total SMTU and partial times of 1.73 h per day in TV viewing, 0.27 h per day in computer/videogames, and 0.52 h per day in mobile use. Four significant predictors of SMTU emerged. Firstly, the type of school was associated with the three media of our study, particularly students from state/public school spent more time on them than their private schools counterparts. Secondly, older adolescents (14e16 years old) were more likely to use computer/videogame and mobile phone than younger adolescents. Thirdly, the more accessibility to household technology the more probable computer/videogames and mobile phone were used. Finally, boys spent significantly more time in mobile phone than girls. Additionally, results revealed that adolescents seemed to consume more TV and computer/videogames in autumn than in winter, and more * Corresponding author. Tel.: þ34 96 398 33 09; fax: þ34 96 386 43 53. E-mail addresses: [email protected] (J. Devı´s-Devı´s), [email protected] (C. Peiro´-Velert), [email protected] (V.J. Beltra´n-Carrillo), [email protected] (J.M. Toma´s).
Annals of Human Biology, 2021
Background: Few studies have examined how access to mobile media is disrupting more traditional forms of media use. Examine screen-time in 2009/10 and 2016/17 among children aged 3 to 6 years and assess potential socio-economic determinants of adherence to screen-time recommendations. Method: Two independent cross-sectional studies included 6874 Portuguese children. Screentime (including television, computer, tablet and smartphone) and proxy measures to calculate socioeconomic position (SEP) were parent-reported using a standardized questionnaire. Screentime and adherence to screen-time recommendation were calculated for both periods. Determinants of excessive screen-time were identified using adjusted logistic regression models. In 2009/10 screen-time averaged 107min/day for preschool children and 149min/day for school-aged children. In 2016/17 values were 142min/day and 173min/day, respectively. Screen-time allocated to television was the highest, independently of children's age. In 2016/17, mobile media use was common among preschool (37min/day) and school-aged children (43min/day). Exceeding the recommended screen-time was more prevalent in boys than girls (adjusted odds ratio [aOR] between 1.02-1.59) and in children whose parents had lower education levels or were unemployed (aOR between 1.00-2.23). Screen-time was high among preschool children, emphasizing the need for earlier interventions, particularly among those from lower-SEP who had higher risk of exceeding the screen-time recommendations.
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