scholarly journals TEŽINA ONLAJN ZABAVE U SVAKODNEVNOM ŽIVOTU SRPSKIH ADOLESCENATA – ZBOG ČEGA JE BITNO UBEDITI TINEJDŽERE DA SE SPOJE SA SMISLENIM SADRŽAJEM?

2021 ◽  
Vol 1 (7) ◽  
pp. 349-354
Author(s):  
Maca Caran Andrejić ◽  
Roksana Toma

The content conveyed by the entertainment media is a diverse one, including images with emotional and aggressive content with different effects on adolescents᾽ behaviour. The stage of adolescence and youth within the life span is a stage of knowledge accumulation. Through this paper we intended to explore the informational content of media consumed by adolescents in the investigated group, the daily time allocated to media consumption and their level of empathy. More than 100 adolescents from Serbia completed a self-report questionnaire. The conclusions highlighted an increased consumption and no criteria for filtering the entertainment media. Finally, we propose some research and intervention recommendations for directing the online activities of adolescents in relation with the time spent online but also to the content of the materials covered.

Author(s):  
Matthias Hofer

Abstract. This was a study on the perceived enjoyment of different movie genres. In an online experiment, 176 students were randomly divided into two groups (n = 88) and asked to estimate how much they, their closest friends, and young people in general enjoyed either serious or light-hearted movies. These self–other differences in perceived enjoyment of serious or light-hearted movies were also assessed as a function of differing individual motivations underlying entertainment media consumption. The results showed a clear third-person effect for light-hearted movies and a first-person effect for serious movies. The third-person effect for light-hearted movies was moderated by level of hedonic motivation, as participants with high hedonic motivations did not perceive their own and others’ enjoyment of light-hearted films differently. However, eudaimonic motivations did not moderate first-person perceptions in the case of serious films.


Author(s):  
Marie-Louise Mares ◽  
James Alex Bonus

What are the implications of life-span cognitive, affective, and social development for media entertainment attractions and responses? There are only piecemeal answers, because researchers tend to focus on different topics with different age-groups, and because theories of media entertainment tend not to consider developmental contexts. We describe the types of questions that tend to be asked about entertainment media by scholars studying different life stages and we highlight theoretical frameworks that have been used with particular ages that could usefully be applied more broadly. We note the emphasis on learning and negative affect (rather than fun, playful media experiences) in early childhood, the focus on risky outcomes and hedonic attractions (rather than meaning-making) in adolescence, the lack of research on middle-age, and the emphasis on affective and meaning-making preferences in old age (with relatively minimal consideration of social and cognitive changes).


2021 ◽  
Vol 64 (2 (246)) ◽  
pp. 9-21
Author(s):  
Tadeusz Kowalski ◽  
Bohdan Jung

The article aims to draw attention to the growing importance of the time variable in media consumption research in a situation of a specific oversupply of content concerning consumer expectations. One of the new phenomena in media consumption is the parallel use of multiple media and content at the same time (multitasking). The traditional division of daily time into working, home, and free time is losing importance, and media consumption occurs in hybrid time. The article reviews the literature on selected research and the concept of media consumption time and the attention economy. The report highlights the need for an in-depth study on the impact of hybrid media consumption on the work environment and private life.


2020 ◽  
Vol 8 (3) ◽  
pp. 147-152
Author(s):  
Johannes Breuer ◽  
Tim Wulf ◽  
M. Rohangis Mohseni

The rise of new technologies and platforms, such as mobile devices and streaming services, has substantially changed the media entertainment landscape and continues to do so. Since its subject of study is changing constantly and rapidly, research on media entertainment has to be quick to adapt. This need to quickly react and adapt not only relates to the questions researchers need to ask but also to the methods they need to employ to answer those questions. Over the last few years, the field of computational social science has been developing and using methods for the collection and analysis of data that can be used to study the use, content, and effects of entertainment media. These methods provide ample opportunities for this area of research and can help in overcoming some of the limitations of self-report data and manual content analyses that most of the research on media entertainment is based on. However, they also have their own set of challenges that researchers need to be aware of and address to make (full) use of them. This thematic issue brings together studies employing computational methods to investigate different types and facets of media entertainment. These studies cover a wide range of entertainment media, data types, and analysis methods, and clearly highlight the potential of computational approaches to media entertainment research. At the same time, the articles also include a critical perspective, openly discuss the challenges and limitations of computational methods, and provide useful suggestions for moving this nascent field forward.


2014 ◽  
Vol 5 (2) ◽  
pp. 165
Author(s):  
Nurist Surayya

The high penetration of internetaccesses in Indonesia has impacted on media consumption among Indonesian children. Despite many potential upportunities, internet accesses among children also carry some risks of harm. Accordingly, it raisedconcerns, especially deal with childrenvulnerability of going online and their online safety protections. Thus, the requisite stepdeals with identifying risks and upportunities of children go online, especially about how do children access the internet.In the present article, we focus on illustrating how and what children do when go online. Based on survey toward 215 childrens age 6-12 years old with various demographic backgrounds, this study describes time accesses, platforms, online activities, sites and risks of Indonesian children go online.Keywords: Children,Go Online, Indonesia


2020 ◽  
Vol 10 (9) ◽  
pp. 656
Author(s):  
Francesca Felicia Operto ◽  
Grazia Maria Giovanna Pastorino ◽  
Jessyka Marciano ◽  
Valeria de Simone ◽  
Anna Pia Volini ◽  
...  

Background: Over the past decade, the use of digital tools has grown and research evidence suggests that traditional media and new media offer both benefits and health risks for young children. The abilities to understand and use language represent two of the most important competencies developed during the first 3 years of life through the interaction of the child with people, objects, events, and other environmental factors. The main goal of our study is to evaluate the relationship between digital devices use and language abilities in children between 8 and 36 month, also considering the influence of several factors. Materials and Methods: We conducted a cross-sectional observational study on digital devices use and language abilities in260 children (140 males = 54%) aged between 8 and 36 months (mean = 23.5 ± 7.18 months). All the parents completed a self-report questionnaire investigating the use of digital devices by their children, and a standardized questionnaire for the assessment of language skills (MacArthur-Bates). Linear regression analysis was used to evaluate the relation between different variables. Subsequent moderation analysis were performed to verify the influence of other factors. Results: We found a statistically significant negative relation between the total daily time of exposure to digital devices and the Actions and Gestures Quotient (ß = −0.397) in children between 8 and 17 months, and between the total daily time of exposure to digital devices and Lexical Quotient (ß = −0.224) in children between 18 and 36 months. Gender, level of education/job of parents, modality of use/content of digital device did not significantly affect the result of the regression analysis. Conclusion: In our study we found that a longer time of exposure to digital devices was related to lower mimic-gestural skills in children from 8–17 months and to lower language skills in children between 18 and 36 months, regardless of age, gender, socio-economic status, content, and modality of use. Further studies are needed to confirm and better understand this relation, but parents and pediatricians are advised to limit the use of digital devices by children and encourage the social interaction to support the learning of language and communication skills in this age group.


2014 ◽  
Vol 22 (3) ◽  
pp. S93-S94
Author(s):  
Philip Gerretsen ◽  
Gary Remington ◽  
Carol Borlido ◽  
Lena C. Quilty ◽  
Sabrina Hassan ◽  
...  

2020 ◽  
Vol 11 (4.2) ◽  
pp. 13-36
Author(s):  
Michal Levy ◽  
Revital Sela-Shayovitz

The digital world has created new opportunities for aggression through cyberaggression. Despite growing research interest in cyberaggression, little is known about the various bystander roles in the digital interaction. This paper examines the effect of parental monitoring practices (parental restriction, youth disclosure, and parental solicitation) on five bystander roles: aggressor-supporter, defender, help-seeker, outsider, and passive bystander. Data were derived from self-report questionnaires answered by a sample of 501 adolescents in Israel. The findings indicate that adolescents who share their experiences of cyberaggression with their parents are more likely than others to defend the cybervictim. Interaction effects were found between adolescent gender, installing warning applications, parent gender, and the aggressor-supporter role. Boys whose parents installed warning applications and whose fathers monitored their online activities were positively associated with the aggressor-supporter role, while girls who were higher aggressor-supporter reported that their parents used warning applications but did not monitor their online activities. The discussion focuses on the theoretical and practical implications of the effectiveness of parental monitoring on the cyberaggression bystander’s role.


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