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The Handbook of Children, Media, and Development

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Abstract

The Handbook of Children, Media and Development brings together an interdisciplinary group of experts in the fields of developmental psychology, developmental science, communication, and medicine to provide an authoritative, comprehensive look at the empirical research on media and media policies within the field. 25 newly-commissioned essays bring new research to the forefront, especially on digital media, developmental research, and public policy debates. Includes helpful introductions to each section, a theoretical overview of the field, and a final chapter that offers a vision of future research. Contributors include key, international authorities in the field.
... However, only limited research has been done to incorporate emotion, personality and social relationships models together. Social relationships models can be adjusted to enrich the game story as well (Calvert and Wilson, 2008). ...
... This direct engagement has helped children feel like they have a personal relationship with these characters. Mr. Tumble engages children by asking them questions and pausing to allow them to respond, creating an interactive experience (Calvert and Wilson, 2008). This engagement fosters a parasocial relationship where children feel as though they are friends with him. ...
... By engaging with detailed personas, developers could be better able to understand the needs, desires, and challenges faced by SEN users, encouraging a user centred approach. Developing personas would help shift the focus from the designer's own preferences and biases to the needs of the SEN users, fostering creativity that is more aligned with user expectations and real-world scenarios (Calvert and Wilson, 2008). Research is being conducted on the development of storylines in language learning games engaging players in dialogues and decision-making processes, similar to the interactive elements of "Dora the Explorer". ...
Article
Educational research for Special Educational Needs (SEN) students has increasingly recognised the necessity for tailored approaches that accommodate diverse learning needs. Despite advancements, there remains a significant gap in the development of digital interventions, particularly video games, that cater to the language acquisition and communicative needs of SEN learners. This study explores how psychological paradigms from the popular children's television show ‘Mr. Tumble’ (made specifically for children with special educational needs) can inform the creation of language learning video games. By analysing the use of ‘Makaton’ a multimodal communication tool that combines signs, symbols, and speech the study highlights the potential of integrating similar techniques into game design to enhance accessibility and engagement for SEN learners. The philosophical understanding of Maya, which emphasises the illusory nature of multiplicity, serves as a theoretical framework to understand how a single character can embody multiple roles within a game, providing a consistent yet diverse learning experience. This approach not only aids in language comprehension but also fosters emotional and social development through relatable Non-Player Characters (NPCs) designed to interact meaningfully with learners. The study posits that incorporating these elements can create immersive, emotionally resonant educational experiences and the development of parasocial relationship between the learner and the digital intervention, that better meet the needs of SEN students, ultimately leading to more inclusive and effective language learning environments. Children simultaneously navigate multiple roles and perspectives, each reflecting a different aspect of reality in make-believe play. The critical importance of integrating this cognitive theoretical framework similar to that into the design of NPCs in educational video games is highlighted in this research. The paper argues that the paradigms of ‘multiplicity of mirrors’, when effectively incorporated into NPC design, can reflect different aspects of language, culture, and social interaction, offering learners a more immersive and multifaceted learning experience.
... Government can play an important role in assisting the media content that children access. Over the past fifteen years, the number of distributors that allocate significant airtime for younger children's series has increased six times (Calvert and Wilson 2008). Children, especially preschool-aged children, have become a new market area for the screen business (Calvert and Wilson 2008). ...
... Over the past fifteen years, the number of distributors that allocate significant airtime for younger children's series has increased six times (Calvert and Wilson 2008). Children, especially preschool-aged children, have become a new market area for the screen business (Calvert and Wilson 2008). Industries that produce movies, music, and games often lag behind in providing resources for parents to make choices. ...
... The gaming industry follows the advertising code that limits advertising such as "Teen," "Mature," or "Adults Only" to whom the rating is not suggested as consumers. There is a preference for market-driven development, production, distribution, and funding behind the commercial media channels (Calvert and Wilson 2008). There are so many questions that can impact the design, development, and distribution of children's media. ...
... Communication is a vital component of healthcare delivery. It has long been invaluable in health promotion which, in the last few decades of the 20 th century, became a critical part of public healthcare delivery programmes (Bhattacharyya, 2020;Calvert, 2011;Fatema and Lariscy, 2020;Mahmouda & Omarb, 2018;De Wet et al., 2014). ...
... Mass media exposures can promote awareness of an issue, enhance knowledge and beliefs, and reinforce existing attitudes (Calvert, 2011;Khan & Ali, 2017). The mass media is the key component of a global strategy for sustainable health issues (Ogunjuyigbe & Adepoju, 2014). ...
... News is information people urgently need in getting their bearings in a rapidly changing world." Calvert (2011) affirms the association of exposure to quality media content with positive educational outcomes. Responsible journalism is one in which information from the mass media does not contain any form of inaccuracy, distortion, confusion and error of fact (Igbinoba, 2009;Orhewere & Kur, 2004). ...
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Maternal health has been an issue of priority to nations across the globe for years now. This study sought to: identify the sources of maternal health awareness; examine means of obtaining maternal health information; determine the frequency of mass media exposure; and analyse the influence of mass media exposure on maternal health awareness among the female residents. The Agenda-setting theory and the descriptive (survey) research design, using the questionnaire as the research instrument, were utilized in this study. For this study, the purposive and haphazard sampling techniques were used. The internet (49%) was the topmost source of maternal health awareness; adverts/campaigns (30.6%) were the most common means of obtaining maternal health information; once in a month [27.6%] was the exposure frequency of most participants to the mass media while the least exposure frequency was once in two weeks [5.1%]. It was discovered that mass media exposure had a significant influence on maternal health awareness. Given a number of factors noted to challenge people’s access to communication interventions in Nigeria, the study recommends that the goal of increasing the level of maternal health awareness needs to be matched with action thereby influencing the adoption of intervention measures aimed at reducing the rate of maternal mortality to the barest minimum.
... Conteúdo, violento, aparece em estimados 90% dos filmes, em 68% dos vídeos games, em 60% dos programas de televisão e em 15% dos vídeos musicais (Calvert;Wilson, 2008). É utilizado aqui o conceito apresentado pelo National Television Violence Study (NTVS), de 1998. ...
... Conteúdo, violento, aparece em estimados 90% dos filmes, em 68% dos vídeos games, em 60% dos programas de televisão e em 15% dos vídeos musicais (Calvert;Wilson, 2008). É utilizado aqui o conceito apresentado pelo National Television Violence Study (NTVS), de 1998. ...
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Este estudo documenta as principais características da narração esportiva, em especial a que descreve e relata as lutas violentas do boxe e das lutas de MMA. Ele elabora igualmente sobre a prosódia emocional. O efeito da voz e da melodia do discurso nessas apresentações é decisivo para o engajamento da audiência. Esses recursos são utilizados também pelo documentário e pelo jornalismo noticioso. A trilha musical dos filmes é outro fator desse tipo. Nesses casos o impacto é sutil, mas decisivo para enquadrar a atenção do público.
... As we can see, it is easy to mobilize Indonesian people to collaborate and cooperate for the common goal. This value or spirit has been deeply ingrained by our ancestors who trained the young generation to synergize and collaborate through traditional children's games [37]. ...
... You win some, you lose some. Any hardship and obstacles in life must be faced with happiness, enthusiasm, joy, and togetherness[37]. ...
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This research focuses on the contextualization and preservation of the diminishing local values which are slowly abandoned by the young generation. The data consists of texts containing local values or presumed to contain values collected by the researchers. The data was gathered by observing the texts describing traditional children’s games during the timeline of research. The technique to implement the observation method was recording and note-taking. Besides, interview or speaking method was employed to gather the data. Interview was conducted to experts who understood the values of local wisdom contained in the traditional children’s games. The data analysis was done using the distributional and content analysis methods. The result of the analysis shows that the values of local wisdom contained in the traditional children’s games are values of: (1) Affection; (2) Agility and Fighting Spirit; (3) Creativity and Adaptability; (4) Creative Imagination; (5) Acceptance of the Facts of Life; (6) Fulfilling the Destiny; (7) Obedience and Discipline; (8) Intelligence Test; (9) Synergy and Collaboration. These values and wisdoms were found in the following games: (a) Dedek-Dedekan, (b) Rerodaan, (c) Bentik, (d) Topeng-Topengan, (e) Boneka Kodokan, (f) Kitiran Umbul, (g) Masak-Masakan, (h) Polisi-Polisian, (i) Mekrok, (j) Dingklik Oglak-Aglik.
... According to the latest survey released by Common Sense Media in 2020, 41% of young children aged 0-8 in the US have a smart speaker in their homes, while the proportion was only 9% in 2017 [1]. However, whenever new mass media or technological devices (e.g., wireless radio, television, smartphones, or tablets) are widely introduced into public life [2,3], parents and educators always display strong concern: how would these emerging devices affect our children's development? In recent years, as children have increasingly gained access to smart speakers, this emerging internet-based device has not escaped the attention and doubt of researchers and educators. ...
... However, considering the precise definition of "omniscient-knowing everything about everything," using the 2 Human Behavior and Emerging Technologies evidence "children sometimes asked smart speaker questions beyond its capacity" to infer the conclusion "children would believe internet-based devices such as smart speaker are omniscient" may be overgeneralizing. Inspired by the constructive theories of cognitive development, children's understanding of novel entities and phenomena strongly relied on their existing concepts [24][25][26]. ...
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In recent years, the growing popularity of smart speakers (e.g., Google Home and Alexa) has facilitated young children’s interaction with internet-based devices and provided them with more opportunities to obtain access to online information. This review summarizes the current state of the research by examining smart speakers’ core characteristics, children’s conceptualization and interaction with smart speakers, and the influences on children’s learning and habits. Our review shows that (a) the natural language processing technology and central computing system (Internet) contribute to the uniqueness of smart speakers; (b) although children tend to attribute human characteristics (e.g., smart and friendly) to smart speakers, they might judge these voice assistant devices as neither explicitly living nor nonliving in ontological perception; (c) children’s overattributing certain knowledge (e.g., questions about personal information) to smart speakers does not necessarily mean that this device is believed to be omniscient; and (d) in terms of promoting children’s learning, smart speakers might not be more effective than a real human, and the interaction with smart speakers may not be conducive to children’s maintenance of civilized social norms. Implications for children’s conceptualization and interaction of smart speakers and the design of children-oriented smart agents are also discussed.
... Komunikasi ostentif seperti yang disampaikan Sperber & Wilson selalu hadir dalam lapis dua komunikasi. Lapis yang pertama adalah lapis informasi, yang lazimnya diemban oleh entitas-entita kebahasaan, dan lapis kedua adalah lapis non kebahasaan yang hadir menyertai informasi yang pertama itu (Calvert & Wilson, 2009;Wilson & Bishop, 2022). Tokoh-tokoh ini menegaskan bahwa lapis kedua itu adalah informasi mengenai informasi (information about information) yang hadir pada lapis pertama itu. ...
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The purpose of this study is to describe the form and pragmatic meaning of visual ostentivity in the cybertext context of socio-political hate speech in public spaces from a critical pragmatic perspective. This study is a qualitative study. The object of this study is the visual ostentivity of the cybertext context. The research data were excerpts of speech in social media which contain forms and pragmatic meanings of visual ostentivity in the cybertext context. The data source for this study was social media on various platforms found in public spaces, especially virtual public spaces which contain data on visual ostentivity in the cybertext context. Data were collected using the listening method and the listening was carried out using the note-taking technique. Recording was carried out by paying attention to the multimodality-based cybertext context before data classification and typification were carried out. Triangulation was carried out with an investigation model carried out by related experts. Data analysis was carried out by applying distributional methods and equivalent methods, especially extralingual. The distributional analysis method was used to reach the linguistic dimensions of this study. The extralingual equivalent analysis method was used to reach its pragmatic dimensions. The steps of data analysis were identification, classification, interpretation, and ending with the presentation of the analysis results. This study found five forms of visual ostentivity in the cybertext context. The five forms of ostentivity were presented below: (1) Visual Ostentivity in Cybertext Context with Pragmatic Meaning of Insult, (2) Visual Ostentivity in Cybertext Context with Pragmatic Meaning of Blasphemy, (3) Visual Ostentivity in Cybertext Context with Pragmatic Meaning of Mockery, (4) Visual Ostentivity in Cybertext Context with Pragmatic Meaning of Satire, (5) Visual Ostentivity in Cybertext Context with Pragmatic Meaning of Insult.
... As prior studies have shown, exposure to media messages on a subject can increase understanding, strengthen opinion and reinforce previously held attitudes (Calvert 2011;Khan & Ali, 2017). Yar'zever and Said's (2013) study in Kano State (Nigeria) on the knowledge and use of maternal health services reported that both urban and rural respondents had a good understanding of the variety of maternal health services provided by healthcare facilities. ...
... The increase in interest and sales of games and toys is due to social and economic factors: although birth rates have declined, parents are buying more and more expensive toys; the number of divorced or separated families has increased, and this often means more relatives buying toys; most women are giving birth late, which means higher incomes for such products (Kotler et al., 1999, pp.154-155) Other factors identified are: both parents work, which means higher revenues for children; children have their funds at their disposal, and this makes them a target for marketing (Calvert & Wilson, 2008) (McNeal, 2007. ...
... Excessive screen time was found to lead to decreased well-being, and the researchers warn about digital worlds perpetuating already existing inequalities in adolescent well-being. Nevertheless, increased screen time is time away from other activities that, for children, are deemed to support the development, practice, and strengthening of executive functioning skills (see e.g., Calvert & Wilson, 2011). Thus, the socioeconomic differences in screen time may exacerbate already existing inequalities in executive functioning. ...
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In the popular and academic literature on the problems of the so-called attention economy, the cost of attention grabbing, sustaining, and immersing digital medias has been addressed as if it touched all people equally. In this paper I ask whether everyone has the same resources to respond to the recent changes in their stimulus environments caused by the attention economy. I argue that there are not only differences but disparities between people in their responses to the recent, significant increase in the degree and persuasiveness of digital distraction. I point toward individual variance in an agent's top-down and bottom-up attention regulation, and to further inequality-exacerbating variance in active participation on the internet and in regulating reward-seeking behaviors on the internet. Individual differences in these areas amount to disparities because they have been found to be connected to socioeconomic background factors. I argue that disparities in responding to digital distraction threaten fair equality of opportunity when it comes to digital distraction in the classroom and that they may lead to an unequal contribution of achievements that require complex cognition by people from lower socioeconomic backgrounds.
... Of these positive behaviors, prosocial behavior has received considerable attention and broadly defined as "any voluntary behavior intended to benefit another person" (Eisenberg et al., 2006). Prosocial behaviors include behaviors with altruistic intentions, delaying gratification in the benefit of others, friendly acts towards others, sharing, cooperation, sympathy, acceptance of others belonging in different groups, and higher capacity to imitate such positive behaviors ( Bar-on, 2000;Wilson, 2008). If the content of media includes prosocial elements, called prosocial content, it is defined as having "the potential of fostering social interactions that are nonviolent and positive in tone" (Mares & Woodard, 2001). ...
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The present study, exploring media exposure of preschool age children using media diaries had three major goals. First goal was to examine whether there was a relationship between the duration of children’s media use and their prosocial and aggressive behavior. Then, the second goal was to explore links between the content of media they use and children’s prosocial and aggressive behavior. Finally, informed by Displacement theory, we focused on exploring whether the time spent for developmentally enriching activities changed based on the time spent for media use. Parents of 52 preschool age children between the ages of 4 and 6 reported on their children’s media use on a media diary filled out throughout a weekend and the teachers assessed the prosocial and aggressive behaviors of the same children. The results showed that the aggressive behavior of the children increased as their time spent for playing video games increased. Also, the time they spent for engaging developmentally enriching activities decreased as the time they spent for playing video games increased. The results of the study contributed to the field as it provided an in-depth exploration of factors associated with media use habits of children at home using media diaries providing duration, content and context of media use and their relationship to children’s prosocial and aggressive behaviors.
... Play facilitates the establishment of stronger bonds and relationships between parents, caregivers, educators, and children. While games and toys were initially regarded as mere sources of entertainment for children, over time, the realization dawned upon people regarding their pivotal role in the cognitive advancement of children (Calvert & Wilson, 2008). This realization emerged from the understanding that play and imagination serve as essential tools for children to internalize both behaviours and values (Sutton-Smith, 1997). ...
... Today's children are born into a media-saturated environment that includes televisions, radios, DVD players, computers, internet access, mp3 players, and other portable electronic devices such as smartphones. These devices have become an indispensable part of human life and therefore have a significant impact on children's entertainment and leisure, as well as their education (Calvert & Wilson, 2008). While technology has only been in existence for a relatively short amount of time, the usage of electronic media devices continues to grow at a rapid pace (Kabali, Irigoyeni, Nunez-Davis, Budacki, Mohanty, Leister, & Bonner, 2015). ...
Article
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Today’s children are born and raised in media-saturated environments, surrounded by televisions, computers, tablets, smartphones, and other portable electronic devices. Because these devices have become an indispensable part of everyday life, they have a significant influence on children's entertainment and leisure, as well as their education. This study, therefore, examined how early and how much young children (from 0 to 6 years of age) use television, computers, and tablet/smartphones, specifically whether this media usage is directly affected by socio-demographic factors related to parents (i.e., their education, income, and age), the children themselves (i.e., their age, gender, and the presence and number of siblings), and the media environment in their homes (i.e., the availability of media, parental opinions about media, and regulation of media use). The sample for this study consisted of 412 parents of 0- to 6-year-old children who brought their children to the Social Paediatrics Department of the Faculty of Medicine in Ankara, Turkey, for developmental check-ups. The data for this study were collected through a questionnaire that was prepared by the researcher. The findings indicate that almost all children live in homes with different types of electronic media devices and the children’s home electronic media environments and their parents’ demographics are important predictors for their usage of electronic media.
... Огляд літератури. У світі накопичено суттєвий досвід досліджень впливу на психічне здоров'я і розвиток дитини як традиційних медіа [23,24,25], так і новітніх інтернет-технологій [28,29]. У роботах українських учених порушено питання проблем деструктивного впливу засобів масової інформації, насамперед телебачення, на розвиток особистості [8, 1, 19, 7 та ін.]. ...
Article
The article raises the current problem for Ukrainian society as the mechanisms of media regulators, which cover sensitive topics that may adversely affect the psychological and moral development of children. The author reviews scientific research related to the negative impact of television programs on child development and justifies the need for media psychological expertise to protect children in the information space and the ability to defend this right in court. The main purpose of the article is to substantiate the scientific construct of media psychological expertise. In connection with this purpose the author presents its methodological principles: typology of leading types of visual, audiovisual mass media and algorithms of visual media texts research, classification of information destructive influences of media (Cherepovska), five planes of film analysis (Chaplinskaya), different types of analysis of media texts (Fedorov) and detailed typology of audiovisual media perception (Hilko), age periodization of media risks and criteria for harming the psychological well-being of children with media products (Naidenova), as well as methods of psychological research in cases of moral suffering to the person (Savkina et al.). The author defines the scientific construct of media psychological examination, describes its object, subject, list of main tasks, methods, process and substantiates the requirements for the competence of the expert. Prospects for research on this topic were outlined in the form of supplementing the procedure of media psychological examination, formation of a psychodiagnostic minimum for the examination of minors, development of curricula for experts, and perhaps the formation of a separate discipline for higher education.
... Bastaría decir que alrededor del 90 % de las películas que se transmiten indiscriminadamente por señal abierta en televisión incluyen significativas secuencias de brutalidad y ataque al otro. La violencia está presente en el 68 % de los videojuegos infantiles, en el 60 % de los programas de televisión, y como si no fuere suficiente, ni siquiera los vídeos musicales están exentos, pues también presentan un 15 % de escenas con agresiones (Wilson, 2008). Y cómo olvidar a Internet, donde siempre hay espacio para la brutalidad. ...
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Aunque se lea y se escuche bizarro, los seres humanos, desde tiempos inmemoriales han sentido fascinación por la crueldad. Sin importar quien la produce -el estado o los particulares- la violencia atrae, seduce, tiene su propio auditórium. Y, quienes la rechazan, son, lamentablemente, una ínfima minoría. Los medios de comunicación han tomado el macabro papel que en la Edad Media desempeñaba la plaza pública. No se trata de un fenómeno ingenuo sino de un negocio millonario en el que se impulsa la creación de una sociedad de la vigilancia extrema que mueve capitales hacia los propietarios de los media y todo un amplio espectro empresarial como constructoras de urbanizaciones en las que se vende la falsa ilusión de estar absolutamente libre de toda penuria propia del mundo de los más débiles a quienes se los asocia recurrentemente a un discurso de orden criminal. Esta relación “crimen-medios-miedo-riesgo-mercado-seguridad-neoliberalismo-migrante” desplazó a quienes realmente estudian el fenómeno criminal del análisis serio del mismo y en su lugar ha instalado todo un lenguaje falaz que ha fortalecido el “sacerdocio de la verdad” y que permite pontificar sobre control social a personas sin ningún estudio ni siquiera elemental sobre criminología, que están siempre al servicio del dueño de un medio de comunicación. Se expone cómo estos agentes terminan diseñando “un enemigo feroz” e imponen la política criminal neoliberal, que no tiene mayores diferencias con la política criminal del nazismo, pues su interés es el mismo: tratar de eliminar al que se ve distinto.
... Between ages 3 and 6, children demonstrate variability in how they develop their intellectual, social, emotional, and physical skills, and they also differ in their character and interests. Pre-schoolers have fewer real-life social experiences as compared to older children and adults and they are far less able to tell fantasy from reality, especially at age 3 (Calvert & Wilson, 2008;Weimer et al., 2017). Long-term studies show that using games in educational contexts leads to greater learning, stronger motivation, and more productivity (Kalogiannakis et al., 2021;Tahir & Wang, 2017). ...
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Digital gaming has become a regular part of life for today’s pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children’s behaviour and their social competence if played to reach an educational purpose (supervised play) and for fun (without educational aim). The study population consists of 54 pre-schoolers (26 girls and 28 boys), aged 4 to 6, who were recruited in Moscow, Russia. All children were divided in two groups: children playing digital games with peers (n = 28) and children playing digital games at home (n = 28). The pre-schoolers’ social competence and behaviour were assessed before and after the experiment using the Social Competence and Behavior Identification (SCBE-30) questionnaire. Findings revealed a higher level of social competence in the experimental group (+11.71, p < 0.05) as compared to children playing without being told what they were expected to achieve. The experimental group also scored lower on Anxiety-Withdrawal (−7.94, p < 0.05). A higher Anxiety-Withdrawal score normally means that a child experiences some degree of depression or anxiety, and exhibits overly dependent behaviour. At the same time, a higher Social Competence score suggests that a child is more joyful, tolerant, socially integrated, calm, and willing to collaborate with peers and that he or she exhibits a prosocial behaviour. The results of this study may help parents and teachers to use digital learning tools, in particular video games, effectively when working with young children.
... Between ages 3 and 6, children demonstrate variability in how they develop their intellectual, social, emotional, and physical skills, and they also differ in their character and interests. Pre-schoolers have fewer real-life social experiences as compared to older children and adults and they are far less able to tell fantasy from reality, especially at age 3 31,32 . Long-term studies show that using games in educational contexts leads to greater learning, stronger motivation, and more productivity 33,34 . ...
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Digital gaming has become a regular part of life for today’s pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised play) and for fun (without educational aim). The study population consists of 54 pre-schoolers (26 girls and 28 boys), aged 4 to 6, who were recruited in Moscow, Russia. All children were divided in two groups: children playing digital games with peers (n = 28) and children playing digital games at home (n = 28). Findings revealed a higher level of social competence in the experimental group (+11.71, p ˂ 0.05) as compared to children playing without being told what they were expected to achieve. The experimental group also scored lower on Anxiety-Withdrawal (-7.94, p ˂ 0.05). A higher Anxiety-Withdrawal score normally means that a child experiences some degree of depression or anxiety, and exhibits overly dependent behaviour. The results of this study may help parents and teachers to use digital learning tools, in particular video games, effectively when working with young children.
... High utilization of skilled birth services was found among women who had media exposure compared to those without any form of exposure (i.e., television, radio and newspaper) [41]. Mass media exposure has been shown to uphold awareness of societal issues, and further improve the understanding of culture and beliefs [56][57][58]. Specifically, these studies found that women who are exposed to mass media are more likely to utilize maternal healthcare services including skilled birth attendance compared to those who are not exposed to media. Another crucial role of the media is that, it influences societal attitude and political view, changing cultures, business activities and increase awareness on health issues including maternal and child health [59]. ...
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Background In Cameroon, maternal deaths remain high. The high maternal deaths in the country have been attributed to the low utilization of maternal healthcare services, including skilled birth attendance. This study examined the predictors of skilled birth services utilization among married women in Cameroon. Methods Data from the 2018 Cameroon Demographic and Health Survey was analyzed on 7881 married women of reproductive age (15–49 years). Both bivariate and multivariable logistic regression analyses were carried out to determine the predictors of skilled childbirth services. The results were presented with crude odds ratio (cOR) and adjusted odds ratio (aOR) and 95% confidence interval (CI). Results The coverage of skilled birth attendance among married women of reproductive age in Cameroon was 66.2%. After adjusting for potential confounders, media exposure (aOR = 1.46, 95% CI: 1.11–1.91), higher decision making (aOR = 1.88, 95% CI: 1.36–2.59), maternal education (aOR = 2.38, 95% CI; 1.65–3.42), place of residence (aOR = 0.50, 95% CI; 0.33–0.74), religion (aOR = 0.55, 95% CI; 0.35–0.87), economic status (aOR = 5.16, 95% CI; 2.58–10.30), wife beating attitude (aOR = 1.32, 95% CI; 1.05–1.65), parity (aOR = 0.62, 95% CI; 0.41–0.93) and skilled antenatal care (aOR = 14.46, 95% CI; 10.01–20.89) were found to be significant predictors of skilled birth attendance. Conclusions This study demonstrates that social, economic, regional, and cultural factors can act as barriers to skilled childbirth services utilization in Cameroon. Interventions that target women empowerment, antenatal care awareness and strengthening are needed, especially among the rural poor, to reduce barriers to care seeking. Maternal healthcare services utilization interventions and policies in Cameroon need to focus on specific equity gaps that relate to socio-economic status, maternal education, and the economic empowerment of women. Such policies and interventions should also aim at reducing geographical barriers to access to maternal healthcare services, including skilled birth attendance. Due to the presence of inequities in the use of skilled birth attendance services, programs aimed at social protection and empowerment of economically disadvantaged women are necessary for the achievement of the post-2015 targets and the Sustainable Development Goals. Plain English Summary Globally, Cameroon is one of the countries with high maternal deaths. Low utilization of maternal healthcare services, including skilled birth attendance have been found to account for the high maternal deaths in the country. This study sought to examine the factors associated with skilled childbirth services utilization among married women in Cameroon. Using data from the 2018 Cameroon Demographic and Health Survey, we found that the coverage of skilled birth attendance among married women of reproductive age in Cameroon is high. Factors such as higher decision-making power, higher maternal education, place of residence, religion, higher economic status, wife beating attitude, parity and skilled antenatal care were found to be the significant predictors of skilled birth attendance. This study has shown that socio-economic, regional and cultural factors account for the utilization of skilled childbirth services utilization in Cameroon. Interventions aimed at enhancing the utilization of skilled childbirth services in Cameroon should target women empowerment, antenatal care awareness creation and sensitization, especially among the rural poor, to reduce barriers to care seeking. Maternal healthcare services utilization interventions and policies in Cameroon need to focus on specific equity gaps that relate to socio-economic status, maternal education, and the economic empowerment of women.
... Hagen (2007) then surmised that the major use of the media by children takes place within the family. Calvert and Wilson (2009) citing Wartella & Robb, posit that 21st Century children typically develop before a screen which has evolved from just television to a digitized, interactive, pervasive screen more under the control of the user. Vandewater, Rideout, Wartella, Huang, Lee & Shim (2007) pointed out that even very young children spend a lot of time with media; about 75% of them spend approximately 1hour 20 minutes before TV screens while they are also now spending about 50 minutes on the average before a computer screen, on a typical day. ...
... They may also compare the levels and impacts of habitual smartphone use among different populations (e.g., children vs. adolescents; adolescents vs. adults), which can help to explore the influence of demographics on the extent and effects of smartphone dependence. As smartphone use becomes an important component of children's social ecology [57], it will be imperative to examine the long-term effects of smartphone experience on school children's cognitive development and health. ...
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... But large, intense, reckless or uninformed use of digital media can also have negative effects. These can be related to media violence (Anderson et al., 2003;Kirsh, 2012), and the negative effects that extensive digital media use can have on psychological development (Subrahmanyam and Šmahel, 2011;Calvert and Wilson, 2011), learning abilities (Dunkels et al., 2011), health issues (physical activity, obesity, sleeping habits) (WHO, 2010;Stansburger et al., 2010), self-perception and interpersonal relationships (Andsager and White, 2009), the development of unwanted or delinquent behaviours (Anderson et al., 2009;Wakefield et al., 2003) and so on. Digital technology and interactivity also pose significant risks to children's safety, privacy and well-being, magnifying threats and harms that many children already face offline and making already-vulnerable children even more vulnerable (UNICEF, 2017). ...
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As children are growing up, their use of TV, computers, tablets and mobile phones also increases. The aim of this contribution is to outline how we are, as a society (in the framework of our formal education system or civic activities) and individuals (as parents, educators), dealing with the increased digital media consumption of our children in Slovenia.
... The level of positive identification with the characters was higher in respondents who watch scary shows, in those who suffer from nightmares and fears, and in those who perceive the characters and plots as realistic. Researchers (Bandura, 1971(Bandura, , 1986(Bandura, , 2001Cole & Leeds, 1999;Hough & Erwin, 2010;Livingston & Das, 2010;Morgan & Shanahan, 2010;Rideout et al., 2010;Rome, 2018;Vandewater et al., 2006;Wilson, 2011;Zilka, 2014) found that television presents a wide variety of role models and offers children and adolescents an opportunity to check and compare alternate identities in their imagination. In this way, it exposes children to a variety of characters as possible role models whom they would be unlikely to meet face to face. ...
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Families, communities and societies influence children's learning and development in many ways. This is the first handbook devoted to the understanding of the nature of environments in child development. Utilizing Urie Bronfenbrenner's idea of embedded environments, this volume looks at environments from the immediate environment of the family (including fathers, siblings, grandparents and day-care personnel) to the larger environment including schools, neighborhoods, geographic regions, countries and cultures. Understanding these embedded environments and the ways in which they interact is necessary to understand development.
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Families, communities and societies influence children's learning and development in many ways. This is the first handbook devoted to the understanding of the nature of environments in child development. Utilizing Urie Bronfenbrenner's idea of embedded environments, this volume looks at environments from the immediate environment of the family (including fathers, siblings, grandparents and day-care personnel) to the larger environment including schools, neighborhoods, geographic regions, countries and cultures. Understanding these embedded environments and the ways in which they interact is necessary to understand development.
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Families, communities and societies influence children's learning and development in many ways. This is the first handbook devoted to the understanding of the nature of environments in child development. Utilizing Urie Bronfenbrenner's idea of embedded environments, this volume looks at environments from the immediate environment of the family (including fathers, siblings, grandparents and day-care personnel) to the larger environment including schools, neighborhoods, geographic regions, countries and cultures. Understanding these embedded environments and the ways in which they interact is necessary to understand development.
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Families, communities and societies influence children's learning and development in many ways. This is the first handbook devoted to the understanding of the nature of environments in child development. Utilizing Urie Bronfenbrenner's idea of embedded environments, this volume looks at environments from the immediate environment of the family (including fathers, siblings, grandparents and day-care personnel) to the larger environment including schools, neighborhoods, geographic regions, countries and cultures. Understanding these embedded environments and the ways in which they interact is necessary to understand development.
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This theoretical review explores the possibility that the consumption of internet pornography (IP) represents a credible risk factor in the perpetration of aggression and violence against women. Sexual violence, abuse, and degradation of women is commonly depicted in mainstream heterosexual IP. Despite the violent tenor, the effect this material may have on beliefs, attitudes and behaviors is understudied, as are the reasons why violent and degrading IP is so widely viewed, enjoyed, and accepted. Both theory and empirical findings support the contention that depictions of violence in IP may contribute to real world aggression and violence against women, with two relevant spheres of inquiry proposed in this theoretical review. The first considers IP as a ‘zone of cultural exception’, in which the perpetration of violent and degrading acts against women are eroticized and celebrated, despite such behaviors being considered antisocial in wider society. It is suggested that this excepted status is enabled by the operation of the third person effect to negate the detrimental effects of IP. The second explores the objectification and dehumanization of women in IP and the use of moral disengagement by viewers to enable their disavowal of any harm in the depicted violence.
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The role of violence in the media often enters the debate over how to address and mitigate the national gun violence epidemic. Since the early days of television, there have been concerns about the corrupting influence of violent media on the minds of young people. As teens consume more hours of media per day and the types of available media have evolved, these concerns have become more complex. Current research is unclear as to whether a causal relationship between violent media and violent actions exists but there is evidence that exposure to guns in video games increases interest in real guns. The internet poses unique threats to the mental health and safety of young people in the form of cyberbullying and pro-suicide websites. Child health professionals should screen children and teens for unhealthy media use and should ask research questions to clarify any causal relationship between media violence and violent acts.
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Using a between-participants experimental paradigm, the present study investigated U.S. adolescent boys’ (n = 96) and college men’s (n = 194) attitudes toward media images of male athletes as well as their thoughts about the athletes. Participants viewed either sexualized (i.e., skin exposed, sexual pose) or performance (i.e., in uniform and in action poses on the field/court) images of male athletes. They then rated the athletes’ competence, esteem, and sexual appeal and completed a writing task about their reactions to the images. Male viewers rated the sexualized athletes lower in competence and esteem and higher in sexual appeal compared to the performance athletes. These results have implications for advocacy efforts calling for less sexualization in today’s media environment.
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As a result of high-tech developments and the increase in the importance of the global communication, social media websites and applications have occurred as a new way of communication and self-expression in the contemporary world. Globalization has forced people to obtain and spread the necessary information quickly, and due to this requirement, people of all ages have had to acquire digital skills which they utilize to meet their need of learning and being informed about the issues happening around the world. Social media tools and applications are being highly and commonly used all round the world by all kinds of people from all ages in order to express themselves, get to know other people, share their opinions and learn others' opinions on the world issues, socialize, and have fun. Regarding its effects on children, social media has both advantages and disadvantages.
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This book critically examines how Walt Disney Animation Studios has depicted – and sometimes failed to depict – different forms of harming and objectifying non-human animals in their films. Each chapter addresses a different form of animal harm and objectification through the theories of speciesism, romanticism, and the ‘collapse of compassion’ effect, from farming, hunting and fishing, to clothing, work, and entertainment. Stanton lucidly presents the dichotomy between depictions of higher order, anthropomorphised and neotonised animal characters and that of lower-order species, showing furthermore how these depictions are closely linked to changing social attitudes about acceptable forms of animal harm. An engaging and novel contribution to the field of Critical Animal Studies, this book explores the use of animals not only in Disney’s best known animated films such as 101 Dalmatians, but also lesser known features including Home on the Range and Fun and Fancy Free. A quantitative appendix supplying data on how often each animal species appears and the amount of times animal harm or objectification is depicted in over fifty films provides an invaluable resource and addition to scholars working in both Disney and animal studies.
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Children adopt lifelong attitudes, behaviors, and beliefs from media messages, yet little is known about what messages visual media send to children on religion. This study addresses this literature gap by analyzing depictions of religion in holiday specials aired in 2018 from three top preschool networks: Disney Junior, Nick Jr., and PBS Kids. Using qualitative content analysis, this study reveals that preschool holiday specials are shifting away from more in-depth portrayals of diverse religions toward commercialized, generalized, and secularized portrayals of Christmas. Although Chanukah and other non-Christmas religious holiday specials are, on average, older and less common than Christmas specials, they portray non-Christmas traditions in greater religious depth than the more recent and numerous Christmas specials portray Christmas. These findings illumine American religious holiday practices and attitudes and provide insights for enhancing media literacy on religion in children’s media and for understanding television’s potential influence on children’s perceptions of religion.
Conference Paper
The prevalence of social media in young people’s lives is widely accepted in today’s society. Although social media use is ubiquitous in young people’s lives, schools continue to overlook how young people engage with social media. Drawing on ideas from Deleuze and Guattari (2013) this thesis uses an ethnographic approach to explore the ways in which nine young people engage with social media platforms to generate a sense of identity. Using ethnographic interviews, school and online observations, this thesis examines the relationship between school cultures and online social media environments inhabited by the young people. Working as an academic tutor at a mainstream secondary school in the UK, the researcher had access to the research participants’ day-to-day school activities, as well as extended access to their online lives by conducting online observations on various social media platforms they used. Each participant was analysed using a Deleuzo-Guattarian conceptual frame which draws from the notions of assemblages, becomings, territorialisations and de-territorialisations. The research findings identify some of the participants’ dissatisfaction with narrow and constricting school curricular cultures, whilst also highlighting how the blurred expectations that social media offers facilitates the building of their ambitions and aspirations. Therefore, the thrust of the thesis is to trace some of the relationalities between school cultures and the social media used by the young people. The findings could inform current government initiatives exploring social media’s impact on young people’s health and lives. With legislation due to be passed between 2020 and 2021, this thesis could deepen the understanding of how young people’s online activity is intricately linked with other aspects of their everyday lives, such as school. The thesis demonstrates how participants’ engagements online are nuanced and opening up possibilities for empowerment, identity work and the pursuit of a curated becoming underpinned by the particularities of social media platforms.
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