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Handbook of Research on Children's Consumption of Digital Media最新文献

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Media Consuming in Children 儿童的媒体消费
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH004
Bahadır Köksalan, Umit Ferit Aldım, Şahin Göğebakan
Media consuption is a term in “sociology” that describes the individuals that organize information on the basis of the use of produced goods, rather than on the axis of services and production. Mediums that fall under the scope of media consumption include radio, television, computer, mobile phones, newspaper, and magazine formats. The usage patterns and applications of these tools are internet, music, movies, games, etc. Among children between the ages of 5 and 8, those who do not use computers represent a small percentage of 10%. Even within this age group, a large majority know how to use computers. More than half of children under the age of 8 have played games and watched videos at least once via a smartphone, iPod, iPad or similar device. According to a US study, children spend about 9 hours a day on the screen. Besides this, despite all the options, listening to music and watching television for children and young people continue to be a favorite activity. This paper further explores the impact of media consumption on children's development.
媒体消费是“社会学”中的一个术语,描述的是基于已生产产品的使用而不是以服务和生产为轴心来组织信息的个人。媒体消费范围内的媒介包括广播、电视、电脑、手机、报纸和杂志。这些工具的使用模式和应用是互联网、音乐、电影、游戏等。在5到8岁的孩子中,不使用电脑的孩子只占10%的一小部分。即使在这个年龄段,大多数人也知道如何使用电脑。超过一半的8岁以下儿童至少通过智能手机、iPod、iPad或类似设备玩过一次游戏或看过一次视频。根据美国的一项研究,孩子们每天花在屏幕上的时间约为9个小时。除此之外,尽管有这么多的选择,听音乐和看电视仍然是儿童和年轻人最喜欢的活动。本文进一步探讨了媒介消费对儿童发展的影响。
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引用次数: 0
Seeking Solutions for Enhancing Social Relations and Communication in Media-Dependent Children of the Digital Age 为数字时代依赖媒体的儿童寻求加强社会关系和沟通的解决方案
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH005
Tuğba Akdal
The technological age we're in removes all the temporal and spatial boundaries of communication and continues to provide various opportunities and conveniences for us. However, in this digital age in which individuals face intense information flow every day along with these opportunities, the effectiveness and control power of means of communication also increase. In today's capitalist or modern social order, a child model whose mental processes in a consumption-oriented way, who fully gets hold of the control mechanism and acts as an adult is being created. Parent profile of modern order accepts this model and they expect their children to behave as adults. The aim of this study is to find solutions to problems children—who have increasingly become dependent on communication devices of the digital age—face in socializing, establishing realistic relationships, and getting included within the communicative action of a realistic world to guide and raise awareness within parents for developing new communicative methods and skills with the children who have almost become mechanized.
我们所处的技术时代消除了所有交流的时间和空间界限,并继续为我们提供各种机会和便利。然而,在这个数字时代,个人每天都面临着密集的信息流,伴随着这些机会,传播手段的有效性和控制力也在增加。在今天的资本主义或现代社会秩序中,正在创造一种以消费为导向的心理过程,完全掌握控制机制并以成年人的方式行事的儿童模式。现代秩序的父母形象接受这种模式,他们希望他们的孩子表现得像成年人。本研究的目的,是为日益依赖数位时代通讯工具的儿童,在社交、建立现实关系、融入现实世界的沟通行动等方面所面临的问题,寻找解决之道,以引导和提高家长与已接近机械化的儿童发展新的沟通方法和技巧的意识。
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引用次数: 1
The Study of Virtual Reality Technology in the Context of Simulation Concept With Regards to Children's Use Case Study Project Nebula 虚拟现实技术在模拟概念背景下的研究与儿童用例研究项目星云
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH010
Berceste Gülçin Özdemir
The adverse effects of new communication systems on children are discussed frequently today. A group of volunteers showed that new technologies could be used for providing benefit to children in workshops carried out with children under the title of Project Nebula. In that respect, the thoughts of Jean Baudrillard, who is a postmodern media theoretician, presented by way of simulation/simulacra concept were discussed in the context of children's use of VR technology. In the workshops carried out with 6-15 year old children from various socioeconomic and social cultural groups, Project Nebula requested children draw their dreams on a paper first and then showed them their dreams by means of VR technology. In the workshops carried out by Project Nebula, the discussions also include what this technology offers for children and how VR can be used in a utilitarian way by children when the interactivity that the children experience with VR technology is discussed within the context of simulation/simulacra concept.
新的通讯系统对儿童的不利影响今天经常被讨论。一组志愿者在以“星云计划”为名与儿童一起举办的讲习班上展示了新技术可用于为儿童提供福利。在这方面,将后现代媒介理论家让·鲍德里亚的思想以模拟/拟像概念的方式呈现在儿童使用VR技术的语境中。在针对来自不同社会经济和社会文化群体的6-15岁儿童开展的工作坊中,“星云计划”要求孩子们先在纸上画出他们的梦想,然后通过VR技术向他们展示他们的梦想。在“星云计划”举办的研讨会上,讨论还包括这项技术为儿童提供了什么,以及当儿童在模拟/拟像概念的背景下讨论儿童体验VR技术的互动性时,儿童如何以实用的方式使用VR。
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引用次数: 0
The Role of Locally Produced and Digitally Animated Cartoons in the Process of Acquisition of Social Values 本地制作和数字动画在社会价值获取过程中的作用
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH014
P. Ö. Bilis, Alice Bilis
Television channels for children contain many cartoons and programs. These productions reach the viewers via both the television and the channel's official website. TRT Çocuk, broadcasting for children as a government television channel, presents many locally produced animated cartoons to the viewers. A product of the modern and digital technology, these locally produced cartoons carry importance in terms of transfer of social values. This study focuses on locally produced animation cartoons that have an important potential especially in the transfer of national and moral values. Determination of values conveyed via cartoons that bear importance in the transformation of television into an educational tool allows the media and child relationships to become visible. This work aims to examine the relationship between media and values by defining the concept of “value.” After creating a corporate frame, the study brings to light the social values conveyed in locally produced cartoons aired on TRT Çocuk television channel via qualitative analysis method.
儿童电视频道有许多卡通片和节目。这些节目通过电视和该频道的官方网站向观众播放。TRT Çocuk作为政府的儿童电视频道,向观众播放许多当地制作的动画片。作为现代和数字技术的产物,这些本地制作的漫画在传递社会价值观方面具有重要意义。本研究的重点是具有重要潜力的当地制作的动画漫画,特别是在民族和道德价值观的转移方面。通过漫画传达的价值观的确定在电视向教育工具的转变中具有重要意义,使媒体和儿童关系变得可见。这项工作旨在通过定义“价值”的概念来审视媒体与价值观之间的关系。本研究在构建企业框架后,通过定性分析的方法,揭示了TRT Çocuk电视频道播出的本土动画片所传达的社会价值。
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引用次数: 2
Digital Games and Violence 数字游戏与暴力
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH018
A. Çat
Play plays an important role in the child's emotional, cognitive, and physical development. Children play a role in social relations with social behavior, coming from the top of social conflict, social maturation, and self-esteem. The experiences gained while playing games give the child the ability to find solutions to the problems they face in the social environment. The game, which is the main object of amusement, has moved from the social environment to the virtual atmosphere as a result of technological developments. The main theme of this research is violent games, which are often played by children in elementary school age. Many have come up with the fact that violent visual and textual codes are being used. In this context, in regional surveys conducted in Bolu province, digital games played mostly by 8- to 12-year-old children were determined by face-to-face interview with children. Violent elements in these digital games have been discussed within the framework of relevant theoretical approaches through three games that children play most.
玩耍在孩子的情感、认知和身体发展中起着重要的作用。儿童在社会关系中扮演的角色是社会行为,来自社会冲突、社会成熟和自尊。在玩游戏中获得的经验使孩子有能力找到解决他们在社会环境中面临的问题的办法。作为主要娱乐对象的游戏,随着技术的发展,已经从社会环境走向虚拟环境。本次研究的主题是暴力游戏,这是经常玩的孩子在小学年龄。许多人提出了一个事实,即暴力的视觉和文字代码正在被使用。在此背景下,在博卢省进行的区域调查中,主要由8至12岁儿童玩的数字游戏是通过与儿童面对面访谈确定的。通过儿童最常玩的三款游戏,我们在相关理论方法的框架内讨论了这些数字游戏中的暴力元素。
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引用次数: 1
Digital Media Using Habits of Children in Their Leisure Time 儿童在闲暇时间使用数字媒体的习惯
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH007
Gulsah Sari
Along with the developments in mass media, communication tools are increasingly in our lives. Especially with the developing technology, children's interest in these tools is increasing day by day. Children use digital media tools not only in leisure activities, but also in school and homework. This study aims to determine the habits of digital media usage in leisure activities of children. As a basis for research, the authors determine the habits of digital media consumption during leisure time of children in the 6-14 age group. In-depth interviewing method with 31 children will be applied in the research.
随着大众传媒的发展,通讯工具越来越多地出现在我们的生活中。尤其是随着科技的发展,孩子们对这些工具的兴趣与日俱增。儿童不仅在休闲活动中使用数字媒体工具,在学校和家庭作业中也使用数字媒体工具。本研究旨在确定儿童在休闲活动中使用数字媒体的习惯。作为研究的基础,作者确定了6-14岁年龄组儿童在闲暇时间的数字媒体消费习惯。本研究将采用深度访谈法对31名儿童进行调查。
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引用次数: 1
The Cognitive Emotional Behavioral and Physical Effects of Cartoons on Children 卡通对儿童认知、情绪、行为和身体的影响
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH022
Muzaffer Şahi̇n
Pepe, which is a cartoon watched in Turkey between the ages of 2 and 7, is analyzed in this study. The 26 observers have observed how this cartoon influences the children who watch it regularly. Moreover, a researcher has evaluated the messages given by the cartoon, watching 40 episodes. The influence of the messages of the cartoon Pepe on the children between the ages of 2 and 7 are evaluated in the light of the data attained from the theories in the field of learning and development: Albert Bandura's theory, Piaget's theory, Skinner's theory. In accordance with those evaluations, it is determined that the cartoon Pepe contains cognitively, emotionally, and behaviorally positive and negative messages for the age group of 2-7. It is seen that this cartoon involves positive messages in many episodes not only for children but also for the adults who are in charge of rearing children. It is considered appropriate that parents watch the 30-minute episodes that bear positive messages, together with their children twice a day, and they give explanations when children need them.
《佩佩》是土耳其2至7岁儿童观看的一部动画片,本研究对其进行了分析。这26位观察者观察了这部动画片对经常观看它的孩子们的影响。此外,一位研究人员在观看了40集动画片后,对动画片所传达的信息进行了评估。根据班杜拉理论、皮亚杰理论、斯金纳理论等学习与发展领域的理论数据,对动画片《佩佩》所传达的信息对2 - 7岁儿童的影响进行了评价。根据这些评估,确定卡通Pepe包含认知,情感和行为上的积极和消极信息,适用于2-7岁年龄组。可以看出,这部漫画在很多情节中都包含了积极的信息,不仅对孩子们,而且对负责抚养孩子的成年人。父母每天和孩子一起看两集30分钟的正面信息剧集,在孩子需要的时候进行解释是合适的。
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引用次数: 0
The Habit of Watching Television and Using Computer in Primary School Children 小学生看电视和使用电脑的习惯
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH015
A. Örnek, Hicabi Arslan
The study is limited with I. and II. grade students studying at public elementary schools in İzmir province Güzelbahçe district. While the target population of the study consists of students attending elementary schools in the district, the sample consists of 4. and 8. grade students. The reason for selecting students from two different grades was to determine the preferences of students from different age groups. The study also investigated the relationship between the preferences of girls and boys. The reason for selecting Güzelbahçe in this study was that the district was distant from the city center and was generally inhabited by middle-income families. A questionnaire was applied to students in the study and the data of the questionnaire were explained by associating the general features of female and male students regarding the aforementioned age groups and their answers to the question.
本研究仅限于i和II。在İzmir省g zelbahere区公立小学学习的年级学生。本研究的目标人群为该区小学生,样本为4人。和8。年级的学生。从两个不同年级选择学生的原因是为了确定不同年龄段学生的偏好。该研究还调查了女孩和男孩偏好之间的关系。在本研究中选择g zelbahe的原因是该地区距离市中心较远,一般为中等收入家庭居住。本研究对学生进行问卷调查,并通过将上述年龄组的男女学生的一般特征与他们对问题的回答相关联来解释问卷的数据。
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引用次数: 1
Digital Media Consumption of Children in Cinema 儿童在电影中的数字媒体消费
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH013
Işıl Tombul
Digital technology causes rapid changes and transformations in cultural spheres. The new generation consisting of children, teens, and youth is the group most affected by this process. These technological developments in culture have been reflected on cinema, and have taken its place in film scripts in the process of time. If the theme of a film is about post-2000, child characters are seen with the media like laptop, mobile phone, tablet, etc. The aim of this study is to observe the digital media consumption of the teen actors in films. The film Disconnect (2012) by Henry Alex Rubin which focuses on internet and technology use and draws attention on the communication gaps of people was observed by the use of qualitative content analysis. It is fictionalized around the themes like the communication gap among people caused by film technology, the problems that people face by the use of technology, cyber bullying, and invasion of privacy.
数字技术导致文化领域的快速变化和转变。由儿童、青少年和青年组成的新一代是受这一过程影响最大的群体。随着时间的推移,这些文化上的技术发展已经反映在电影上,并在电影剧本中占据了一席之地。如果电影的主题是关于00后的,那么儿童角色就会出现在笔记本电脑、手机、平板电脑等媒体上。本研究的目的是观察青少年电影演员的数字媒体消费。亨利·亚历克斯·鲁宾(Henry Alex Rubin)的电影《断开》(2012)关注互联网和技术的使用,并通过使用定性内容分析来观察人们的沟通差距。它围绕着电影技术造成的人与人之间的沟通差距,人们在使用技术时面临的问题,网络欺凌和侵犯隐私等主题进行虚构。
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引用次数: 2
Advertising Appeals Used in Children's Television Networks 儿童电视网络中的广告诉求
Pub Date : 1900-01-01 DOI: 10.4018/978-1-5225-5733-3.CH023
Elif Esiyok
Advertisement is a way of communication preferred by companies so as to communicate with their target audience. Nowadays, children account for a large number of consumers worldwide, having their own preferences in terms of fashion, toys, foods, and television channels. One of the most important aspects of advertisement is the appeal. This chapter deals with the appeals mostly used in children targeted advertisements and analysis their content. In total, 334 advertisements were analyzed through content analysis method. The findings of the study show that emotional appeals are far more commonly used than rational appeals. Specially in toy advertisements, the joy/happiness sub-appeal is preferred more than the other sub-appeals. As for the use of rational appeals analyzed, it appears that the price sub-appeal tops the list.
广告是企业为与目标受众进行沟通而首选的一种传播方式。如今,儿童在全球范围内占据了大量的消费者,他们在时尚、玩具、食品、电视频道等方面都有自己的偏好。广告最重要的一个方面是吸引力。本章论述了针对儿童的广告中最常用的诉求,并对其内容进行了分析。通过内容分析法共分析了334条广告。研究结果表明,情感诉求远比理性诉求更常用。特别是在玩具广告中,快乐/幸福的子诉求比其他子诉求更受青睐。从理性诉求的运用分析来看,价格分诉求位居榜首。
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引用次数: 0
期刊
Handbook of Research on Children's Consumption of Digital Media
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