scholarly journals Electronic Media and Leisure-Time Reading: Responses of School Librarians

Author(s):  
Yunfei Du ◽  
Barbara Martin

This study investigated how electronic media impact youth’s leisure-time reading at different academic levels. One hundred two school librarians participated in an online survey. These respondents reported that playing computer games, watching TV, and surfing the Internet compete with reading. Primary school librarians mainly agreed with the impact of TV and computer games, but not with that of the Internet; at the middle school level, the perceived influence of the Internet increases, but it is still less important than computer games and TV; high school librarians agreed with the perceived effects of TV, the Internet, and computer games on leisure-time reading.

Trials ◽  
2021 ◽  
Vol 22 (1) ◽  
Author(s):  
Ben Young ◽  
Marie Kotzur ◽  
Lauren Gatting ◽  
Carissa Bonner ◽  
Julie Ayre ◽  
...  

Abstract Objectives Uptake of vaccination against COVID-19 is key to controlling the pandemic. However, a significant proportion of people report that they do not intend to have a vaccine, often because of concerns they have about vaccine side effects or safety. This study will assess the impact of theory-based messages on COVID-19 vaccination intention, drawing on the Necessity-Concerns framework to address previously reported beliefs and concerns about COVID-19 vaccination, and assess whether hypothesised variables (illness coherence, perceived necessity and concerns) mediate change in vaccination intention. Trial design Prospective, parallel two-arm, individually randomised (1:1) trial. Participants Adults aged over 18 years, living in Scotland and not vaccinated for COVID-19. A quota sampling approach will be used with the aim of achieving a nationally representative sample on gender, region and ethnic group, with oversampling of individuals with no educational qualifications or with only school-level qualifications. Intervention and comparator Intervention: Brief exposure to online text and image-based messages addressing necessity beliefs and concerns about COVID-19 vaccination. Comparator: Brief exposure to online text and image-based messages containing general information about COVID-19 and COVID-19 vaccination. Main outcomes Primary outcome: Self-reported intention to receive a vaccine for COVID-19 if invited, immediately post-intervention. Secondary outcomes: Self-reported COVID-19 illness coherence, perceived necessity of a COVID-19 vaccine and concerns about a COVID-19 vaccine, immediately post-intervention. Randomisation Quasi-randomisation performed automatically by online survey software, by creating a variable derived from the number of seconds in the minute that the participant initiates the survey. Participants starting the survey at 0-14 or 30-44 seconds in the minute are allocated to the intervention and 15-29 or 45-59 seconds to the comparator. Blinding (masking) Participants will not be blinded to group assignment but will not be informed of the purpose of the study until they have completed the follow-up survey. Investigators will be blinded to allocation as all procedures will be undertaken digitally and remotely without any investigator contact with participants. Numbers to be randomised (sample size) A total of 1,094 will be randomised 1:1 into two groups with 547 individuals in each. Trial Status Protocol version number 1.0, 26th February 2021. Recruitment status: Not yet recruiting, set to start April 2021 and end April 2021. Trial registration ClinicalTrials.gov, NCT04813770, 24th March 2021. Full protocol The full protocol is attached as an additional file, accessible from the Trials website (Additional file 1). In the interest in expediting dissemination of this material, the familiar formatting has been eliminated; this Letter serves as a summary of the key elements of the full protocol.


2021 ◽  
Vol 13 (2) ◽  
pp. 20
Author(s):  
Evelina Francisco ◽  
Nadira Fardos ◽  
Aakash Bhatt ◽  
Gulhan Bizel

The COVID-19 pandemic and the resulting stay-at-home orders have disrupted all aspects of life globally, most notably our relationship with the internet and social media platforms. People are online more than ever before, working and attending school from home and socializing with friends and family via video conferencing. Marketers and brands have been forced to adapt to a new normal and, as a result, have shifted their brand communication and marketing mix to digital approaches. Hence, this study aims to examine the shift of influencer marketing on Instagram during this period and the possible future implications. By employing an online survey for exploratory research, individuals answered questions addressing their perceptions about the impact of the pandemic, brands and influencers’ relationship, and the overall changes made in marketing strategy.


Author(s):  
Rannveig Sigurvinsdottir ◽  
Ingibjorg E. Thorisdottir ◽  
Haukur Freyr Gylfason

The true extent of the mental health implications of the COVID-19 pandemic are unclear, but early evidence suggests poorer mental health among those exposed to the pandemic. The Internet may have differential effects, by both connecting people with resources, or reinforce the constant checking of negative information. Moreover, locus of control becomes important in an uncontrollable pandemic. The current study aimed to examine whether exposure to COVID-19 would relate to greater symptoms of depression, anxiety and stress, and to examine the role of internet use and locus of control. Adults in the United States and five European countries (N = 1723) answered an online survey through the website Mturk. Results show elevated psychological symptoms among those who have become infected with COVID-19 or perceive themselves to be at high risk if infected. Experience using the Internet relates to fewer symptoms, but information seeking is associated with more symptoms. Internet social capital relates to fewer symptoms of depression. Having an external locus of control relates to greater symptoms. These findings suggest that public health officials need to focus on the mental health effects of the pandemic, and that internet use and locus of control could be targets to improve mental health in the population.


2019 ◽  
Vol 14 (1) ◽  
pp. 54-68 ◽  
Author(s):  
Ramzan Sama

Marketers invest in various media platforms to influence consumer behaviour (CB). Advertisement on every media platform has a different composition that engages the consumers in a distinct way. Digitalization has led to changes in consumers’ media habits. Hence, a deeper understanding of advertisements on different media platforms and its implications on CB need to be established. This article focuses on the effects of television (TV), radio, newspapers, magazines and the Internet advertisements on awareness (AWR), interest (INT), conviction (CON), purchase (PUR) and post-purchase (PPUR) behaviour of consumers. The online survey method was utilized for the study. Data were collected from 529 respondents comprising students in India. Statistical tools such as Cronbach alpha, exploratory factor analysis (EFA) and Kruskal–Wallis (K–W) test were used to analyse the collected data. The results indicate that newspapers advertisements affect all the five stages of CB. The impact of TV and the Internet for creating AWR, INT and CON among the consumers is statistically evident. The results also revealed that magazines and newspapers are effective media in influencing PUR and PPUR behaviour of consumers. Advertising managers can take a cue from this research and enhance the objectivity of advertisements by investing in appropriate media.


2021 ◽  
Vol 12 (3) ◽  
pp. 233-247
Author(s):  
George-Dănuț Mocanu ◽  
Daniel-Andrei Iordan

The study aims to investigate the ways of spending free time for a group of 180 students of the Faculty of Physical Education and Sports in Galati (years 1, 2 and 3 of cycle 1 / bachelor’s degree studies, with an average age of 22.34 ± 5.79 years.), by using a questionnaire-based survey, structured on 4 distinct factors: leisure time budget, causes limiting leisure time, favorite leisure activities and leisure sports activities. The purpose of the research is to determine the perception of students of the Faculty of Physical Education and Sports on how to spend free time and determine differences of opinion, depending on BMI / body mass index, by dividing them into 3 groups (underweight, normal weight or overweight). Results: The analysis of variance (ANOVA) indicates significant influences of the independent variable on the response values for the following items (F <.05): inaccessibility of going out with friends, stress generated by shopping, limiting free time to help others, spending free time with entourage and life partner, spending holidays in the country, etc. Socializing on the internet, physical sports activities, TV, internet and computer games, going out with friends are the preferred options for students, and reading gets low scores. The differences between groups (in most cases insignificant) however, signal that normal weight students watch TV and the Internet the least, but waste more time with commuting and household activities and have high scores when involved in most sports. Overweight people have low scores for time spent on favorite activities, are most dissatisfied with time management, work more overtime, spend less time with those around them, but prefer to spend time with their life partner or alone, have slightly better scores for reading and music auditions, get the lowest scores for involvement in most sports activities, but have high satisfaction generated by physical effort. Underweight students perceive the inaccessibility of going out with friends more strongly, are more affected by difficult homework, have a higher level of stress for reading, but perceive most other activities as less stressful, socialize more on the internet, prefer jogging and cycling / rollerblading as sports activities. Swimming is selected by all groups as indicated for optimizing health and ensuring body harmony, even if its practice is deficient, and contact / combat sports are indicated as the most risky for physical integrity. Keywords: active and passive leisure, lifestyle, physical and mental health, opinions, accessibility


2020 ◽  
Vol 48 (6) ◽  
pp. 1-15
Author(s):  
Lanying Du ◽  
Xiumei Li ◽  
Fan Chen ◽  
Yi Feng

We revealed the mechanism of customer citizenship behavior through an Internet charity platform by examining the validity of the unified theory of acceptance and use of technology (UTAUT). We introduced trust in, and interactivity of, the Internet charity platform to develop a model based on the UTAUT, and conducted an online survey with 302 participants in China. The results show that performance expectancy and effort expectancy had a positive impact on reparticipation intention, which led to an increase in customer citizenship behavior, on which facilitating conditions also had a significant positive impact. Further, trust in the Internet charity platform moderated the influence of performance expectancy and effort expectancy on reparticipation intention, and the interactivity of the Internet charity platform promoted the impact of facilitating conditions on customer citizenship behavior. Practical implications for managers of nonprofit organizations are discussed.


Author(s):  
Rodrigo Sandoval-Almazan ◽  
Mario Arturo Gutierrez-Alonso

The purpose of this chapter is to provide evidence of the impact that Twitter has on empowering Mexican people and transforming social protests. This technological tool enables citizens to force political actors and electronic media to take a proper position on certain issues. The aim of this chapter is to explore the uses and misuses of Twitter in Mexican online protests, and in common citizen-user interactions. The main outcome is an explanatory model of e-participation as a possible explanation of this phenomenon and the promotion of some ideas to use Twitter in a proper way. This chapter is organized in five major sections. First, the introduction reviews the origins and fundamental principles of Twitter and social interaction. Section two describes the model of online participation. Section three presents the Internet tax case in Mexico, named: “necessary Internet.” Section four discusses the outcomes and possible implications of citizens’ empowerment through Twitter using the model. Section five provides insights into future research in this field.


Servis plus ◽  
2015 ◽  
Vol 9 (4) ◽  
pp. 40-46
Author(s):  
Людмила Ефимова ◽  
Lyudmila Efimova

The media have a strong influence on public life in general, as well as on moral and socio-psychological image of every member of society in particular because any new information, broadcasted by media, directs in a certain way and contains repeated stereotypes of political orientations and values, self-reinforcing in the minds of individuals. Mass media has a powerful impact on the consciousness of every member of society, and is an effective influence on emotions of the individual, means of operative delivery of the selected information in different “territorial nooks” of any regions of the planet. The most demonstrative example is electronic media. Today, the impact of the media on the individual has increased much more. The Internet and television dominate other media in terms of impact; they have become the life of almost every family.


2020 ◽  
Vol 73 ◽  
pp. 01003
Author(s):  
Svetlana Bozhuk ◽  
Natalya Pletneva ◽  
Tatiana Maslova ◽  
Konstantin Evdokimov

The article is devoted to researching of current conditions of the tourism industry from consumers behavior position. In this work, the consumer is considered a legitimate participant in the creation of a tourist product. The aim of the work is to identify the impact of digital technology on the transformation of the decision-making process by tourists. The tasks are to assess the state of the digital tourism infrastructure, classify the available services to identify unfilled niches; to find out the attitude of consumers to various kinds of travel applications and their place in travel planning. The empirical basis of the work has been the research data by Google, PayPal, Booking.com which allowed to analyze tourists’ behavior in the Internet and to identify the main travel trends for 2019. For achieve the research aim, authors applied an online survey of 100 consumers aged 18-35 too. As a result, the main directions of tourism transformation in the digital economy were determine and classification of applications in the category of "travel" were created.


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