Electronic Media

New entry in Digiplay games research bibliography:

The use of electronic media is playing an ever greater role in adolescents' recreational behaviour. From the point of view of the health sciences, one question which arises is the extent to which intensive media use is detrimental to physical activity and adolescents' health development. The data from the German Health Interview and Examination Survey for Children and Adolescents (KiGGS), which were evaluated with a focus on 11-17-year-olds, confirm this heavy use of electronic media. However, there are distinct group-specific differences. For example, boys spend more time than girls on computers, the internet and games consoles, whereas girls more often listen to music and use their mobile phones. Watching television and videos is equally popular among girls and boys. Adolescents of low social status or a low level of school education use electronic media far more frequently and for longer times, especially television and video, games consoles and mobile phones. The same is true of boys and girls from the former states of the GDR and for boys (but not girls) with a background of migration. A connection to physical activity has been established for adolescents who spend more than five hours a day using electronic media. Moreover, this group of heavy users is more often affected by adiposity. The results of the KiGGS study, which are in line with earlier research findings, thus demonstrate that the use of electronic media is also of relevance from the point of view of public health and should be included in investigations into the health of children and adolescents.

New entry in Digiplay games research bibliography:

As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.

New entry in Digiplay games research bibliography:

A great deal of research during the past four decades has explored the effects of media use on children, but remarkably little work has explored the factors that determine how much time a child spends interacting with various media. This article does so with a focus on very young children, ages 6 months to 6 years, and on demographic predictors of media use. Using data from a large-scale national survey sponsored by the Kaiser Family Foundation, the authors conducted multiple regressions predicting time spent watching television, watching videos/ DVDs, reading, playing video games, and using computers. Child's age, race, parents' education, and parents' marital status had significant effects across most types of media use, whereas child's gender birth order, languages spoken at home, parents I employment status, and parents' age had only occasional, isolated effects. Family income had no impact at all. Findings suggest various intriguing hypotheses about the processes that might explain the relations observed, thereby setting the stage for future research testing these possibilities.

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