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Effects of Technology on Young AdultsPresentation Transcript
Fiona GriswoldEPSY 430: Early Adolescent Development June 21, 2009
News stories about social networking sites (e.g.,Facebook, MySpace) usually of the “horror” variety…consequences of cyberbullying and now, increase in“sexting” Problems should not be minimized, but they areextensions of problems in the “offline” world.Parents, schools and law enforcement not keeping upwith technology. Teen use of Internet (in general) and social mediasites (specifically) can have valuable developmentalbenefits (Ito 2008, Lenhart 2007, 2008; Tynes 2007)
Study Design: Phone survey with 935 teens (ages 12-17) and a parent (conducted October & November 2006) Nationally representative sample Key Findings: 93% teens use Internet (61% use daily) 64% of online teens are “content creators”; two-thirds create more than one type of content Girls more likely to create content than boys; nearly half of teen content created by “younger teens” Teens active online are also active offline—no evidence that offline activities ignored in favor of more online time Telephone (landline or cell) still most common form of contact between friends
Study Design: Three-year, $50-mil study funded by MacArthur Foundation. Mixed-methods approach: 23 case studies conducted by 28 researchers using surveys, semi-structured interviews, diary studies and focus-group interviews. Key Findings: Teens use online media to “extend friendships and interests” “Friendship-driven” networks “Interest-driven” networks Teens engage in peer-based, self-directed learning online Some teens “geek out”
Many parents & educators concerned about teensafety on Internet—some calls to keep teens offline. Statistics on Internet dangers exaggerated by media Argues that Internet use offers educational benefitsincluding: Critical thinking and argumentation (chat & boards) Cross-cultural & interracial interaction Identity exploration
Adults should facilitate teen’s use of Internet anddigital media and play an active role in guiding teens. Alternatives to restricting Internet access: Have frank discussions with teens about benefits and risks of Internet use Help teens protect their privacy Work with teens to develop an “exit strategy” to use if they feel threatened
Video games (and their violent content) alsofrequently targeted by media for their negativeeffects on teens Oft-cited meta-analysis video game violence byAnderson and Bushman (2001) and follow-up study(2004). Should be concerned about which teens are playingwhat games and for how long, but to brand all gamingas bad is also a disservice.
Short-term improvement of mood and attention(Russell & Newton 2008) Improving design of educational media (Maunders& Borko 2008)
Study Design: Phone survey of 1,102 teens (ages 12-17) and a parent conducted Nov 07 to Feb 08 Key Findings: 97% of respondents played video games (for boys, 99%): younger boys most likely, older girls least like to play Most played multiple genres; top five reported genres: racing, puzzle, sports, action, adventure Boys are more likely to play adult-rated games than girls 76% play with friends some of the time (in person or online)
Parents of Gamers most monitor play at least some of the time More than half always monitor ratings of games 67% didn’t feel gaming had any effect (+ or -) on their children Civic Engagement: Certain qualities of game play consistently positive relationship to civic outcomes “Characteristics of game play and contexts in which teens play are strongly related to teens’ interest and engagement in civic and political activities”