This document summarizes research on children's use of virtual worlds. It found that over 90% of 5-11 year olds regularly used virtual worlds, with Moshi Monsters and Club Penguin being most popular. Children played with siblings, classmates, and used literacy to navigate worlds, communicate, and construct identities. Some engaged in fantasy play, while others focused on rules-based games or socio-dramatic play. Literacy bridged their online and offline interactions and friendships.
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
2024 State of Marketing Report – by HubspotMarius Sescu
https://www.hubspot.com/state-of-marketing
· Scaling relationships and proving ROI
· Social media is the place for search, sales, and service
· Authentic influencer partnerships fuel brand growth
· The strongest connections happen via call, click, chat, and camera.
· Time saved with AI leads to more creative work
· Seeking: A single source of truth
· TLDR; Get on social, try AI, and align your systems.
· More human marketing, powered by robots
ChatGPT is a revolutionary addition to the world since its introduction in 2022. A big shift in the sector of information gathering and processing happened because of this chatbot. What is the story of ChatGPT? How is the bot responding to prompts and generating contents? Swipe through these slides prepared by Expeed Software, a web development company regarding the development and technical intricacies of ChatGPT!
Product Design Trends in 2024 | Teenage EngineeringsPixeldarts
The realm of product design is a constantly changing environment where technology and style intersect. Every year introduces fresh challenges and exciting trends that mold the future of this captivating art form. In this piece, we delve into the significant trends set to influence the look and functionality of product design in the year 2024.
How Race, Age and Gender Shape Attitudes Towards Mental HealthThinkNow
Mental health has been in the news quite a bit lately. Dozens of U.S. states are currently suing Meta for contributing to the youth mental health crisis by inserting addictive features into their products, while the U.S. Surgeon General is touring the nation to bring awareness to the growing epidemic of loneliness and isolation. The country has endured periods of low national morale, such as in the 1970s when high inflation and the energy crisis worsened public sentiment following the Vietnam War. The current mood, however, feels different. Gallup recently reported that national mental health is at an all-time low, with few bright spots to lift spirits.
To better understand how Americans are feeling and their attitudes towards mental health in general, ThinkNow conducted a nationally representative quantitative survey of 1,500 respondents and found some interesting differences among ethnic, age and gender groups.
Technology
For example, 52% agree that technology and social media have a negative impact on mental health, but when broken out by race, 61% of Whites felt technology had a negative effect, and only 48% of Hispanics thought it did.
While technology has helped us keep in touch with friends and family in faraway places, it appears to have degraded our ability to connect in person. Staying connected online is a double-edged sword since the same news feed that brings us pictures of the grandkids and fluffy kittens also feeds us news about the wars in Israel and Ukraine, the dysfunction in Washington, the latest mass shooting and the climate crisis.
Hispanics may have a built-in defense against the isolation technology breeds, owing to their large, multigenerational households, strong social support systems, and tendency to use social media to stay connected with relatives abroad.
Age and Gender
When asked how individuals rate their mental health, men rate it higher than women by 11 percentage points, and Baby Boomers rank it highest at 83%, saying it’s good or excellent vs. 57% of Gen Z saying the same.
Gen Z spends the most amount of time on social media, so the notion that social media negatively affects mental health appears to be correlated. Unfortunately, Gen Z is also the generation that’s least comfortable discussing mental health concerns with healthcare professionals. Only 40% of them state they’re comfortable discussing their issues with a professional compared to 60% of Millennials and 65% of Boomers.
Race Affects Attitudes
As seen in previous research conducted by ThinkNow, Asian Americans lag other groups when it comes to awareness of mental health issues. Twenty-four percent of Asian Americans believe that having a mental health issue is a sign of weakness compared to the 16% average for all groups. Asians are also considerably less likely to be aware of mental health services in their communities (42% vs. 55%) and most likely to seek out information on social media (51% vs. 35%).
AI Trends in Creative Operations 2024 by Artwork Flow.pdfmarketingartwork
This article is all about what AI trends will emerge in the field of creative operations in 2024. All the marketers and brand builders should be aware of these trends for their further use and save themselves some time!
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
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Biological screening of herbal drugs: Introduction and Need for
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Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
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Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A report by thenetworkone and Kurio.
The contributing experts and agencies are (in an alphabetical order): Sylwia Rytel, Social Media Supervisor, 180heartbeats + JUNG v MATT (PL), Sharlene Jenner, Vice President - Director of Engagement Strategy, Abelson Taylor (USA), Alex Casanovas, Digital Director, Atrevia (ES), Dora Beilin, Senior Social Strategist, Barrett Hoffher (USA), Min Seo, Campaign Director, Brand New Agency (KR), Deshé M. Gully, Associate Strategist, Day One Agency (USA), Francesca Trevisan, Strategist, Different (IT), Trevor Crossman, CX and Digital Transformation Director; Olivia Hussey, Strategic Planner; Simi Srinarula, Social Media Manager, The Hallway (AUS), James Hebbert, Managing Director, Hylink (CN / UK), Mundy Álvarez, Planning Director; Pedro Rojas, Social Media Manager; Pancho González, CCO, Inbrax (CH), Oana Oprea, Head of Digital Planning, Jam Session Agency (RO), Amy Bottrill, Social Account Director, Launch (UK), Gaby Arriaga, Founder, Leonardo1452 (MX), Shantesh S Row, Creative Director, Liwa (UAE), Rajesh Mehta, Chief Strategy Officer; Dhruv Gaur, Digital Planning Lead; Leonie Mergulhao, Account Supervisor - Social Media & PR, Medulla (IN), Aurelija Plioplytė, Head of Digital & Social, Not Perfect (LI), Daiana Khaidargaliyeva, Account Manager, Osaka Labs (UK / USA), Stefanie Söhnchen, Vice President Digital, PIABO Communications (DE), Elisabeth Winiartati, Managing Consultant, Head of Global Integrated Communications; Lydia Aprina, Account Manager, Integrated Marketing and Communications; Nita Prabowo, Account Manager, Integrated Marketing and Communications; Okhi, Web Developer, PNTR Group (ID), Kei Obusan, Insights Director; Daffi Ranandi, Insights Manager, Radarr (SG), Gautam Reghunath, Co-founder & CEO, Talented (IN), Donagh Humphreys, Head of Social and Digital Innovation, THINKHOUSE (IRE), Sarah Yim, Strategy Director, Zulu Alpha Kilo (CA).
Trends In Paid Search: Navigating The Digital Landscape In 2024Search Engine Journal
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It’s important that you’re ready to implement new strategies in 2024.
Check this out and learn the top trends in paid search advertising that are expected to gain traction, so you can drive higher ROI more efficiently in 2024.
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- The latest trends in AI and automation, and what this means for an evolving paid search ecosystem.
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Watch Sreekant Lanka from iQuanti and Irina Klein from OneMain Financial as they dive into the future of paid search and explore the trends, strategies, and technologies that will shape the search marketing landscape.
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With over one billion views in a year, it’s no wonder that so many speakers are looking to TED for ideas on how to share their message more effectively.
The article “5 Public-Speaking Tips TED Gives Its Speakers”, by Carmine Gallo for Forbes, gives speakers five practical ways to connect with their audience, and effectively share their ideas on stage.
Whether you are gearing up to get on a TED stage yourself, or just want to master the skills that so many of their speakers possess, these tips and quotes from Chris Anderson, the TED Talks Curator, will encourage you to make the most impactful impression on your audience.
See the full article and more summaries like this on SpeakerHub here: https://speakerhub.com/blog/5-presentation-tips-ted-gives-its-speakers
See the original article on Forbes here:
http://www.forbes.com/forbes/welcome/?toURL=http://www.forbes.com/sites/carminegallo/2016/05/06/5-public-speaking-tips-ted-gives-its-speakers/&refURL=&referrer=#5c07a8221d9b
ChatGPT and the Future of Work - Clark Boyd Clark Boyd
Everyone is in agreement that ChatGPT (and other generative AI tools) will shape the future of work. Yet there is little consensus on exactly how, when, and to what extent this technology will change our world.
Businesses that extract maximum value from ChatGPT will use it as a collaborative tool for everything from brainstorming to technical maintenance.
For individuals, now is the time to pinpoint the skills the future professional will need to thrive in the AI age.
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• Learn how to use ChatGPT to add AI power to your testing and test automation
• Understand the limitations of the technology and where human expertise is crucial
• Gain insight into different AI-based tools
• Adopt AI-based tools to stay relevant and optimize work for developers and testers
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7. Commercial VWs for children
Persistent space that offers a range of
environments that are navigable through maps
Customisable avatar
Home for avatar
Games which earn in-world currency,
generally played individually
Free chat and safe-chat servers
Moderators
Information for parents on website
Link to offline world toys and related texts
8. Lauwaert (2009:12) suggests that
the ‘geography of play is the sum
of core and peripheral play practices
and consists of both physical and
digital elements, of tactile and
non-tactile components,of objects
and connections’.
9.
10.
11.
12.
13.
14.
15. *Primary school serving a primarily white, working-class community in an area of socio-economic
deprivation
*175 aged 5-11 children completed an online survey using Google Docs
*26 children interviewed (aged 5 - 11)
*Three 11-year-old children filmed at home using ʻClub Penguinʼ (CP) over a period of one month,
(8 hours, 48 minutes and 55 seconds of CP activity analysed). These 3 children and their parents
interviewed.
*Analysis undertaken of the literacy practices relating to CP that are conducted in online spaces external to
the virtual world.
16. Playgrounds study
AHRC funded study ‘Playground Games and
Rhymes in a New Media Age’, conducted by the
Universities of London, East London and Sheffield.
180 children at Monteney primary School
completed an online survey of media use.
Children drew maps of their online and offline
friendships.
11 children, 5 boys and 6 girls, interviewed about
these maps.
17. Key findings
In 2008 52% of children used virtual
worlds on a regular basis. Most popular
was Club Penguin, then Barbie Girls
In 2010, 90% of children used virtual
worlds. Most popular was Moshi
Monsters, then Club Penguin.
49% of these 5-11 year olds had used
Facebook, one of the attractions being
the virtual world, Farmville
18. I like you tube & bebo because I get to tark to my friends. I
sometimes go on club peniguin and play the games with my
friends!!!!!!!!!!!! (Girl, aged 8)
you can talk to people, you can excplore and you can have fun
with friends. (Girl, aged 9)
I like reading the books. I like playing with other penguins. I like
dressing my penguin up as a pirate. (Girl, aged 8)
19. Playing football (Boy, aged 5)
Becayuse you get to make your own penguin and its cool (Boy, aged 7)
Playing minnigames, taklking to people (Boy, aged 8)
Meeting my class mates and like to do up my room and chat to people play
games meeting people around the world (Boy, aged 10)
20. i can kill other peopal (Boy, aged 10)
I can chat to people and you can do a virtual kill (Boy, aged 10)
About that you can talk to other people and fight people and KILL THEM!!!!!!!
(Boy, aged 11)
I like explouring around and war games (Boy, aged 9)
U can dow things u cart dow in the real world eg j ump out of buildings and DIE!!!
(Boy, aged 11)
21. Who
children play
with
•Children played with siblings, relatives and
classmates, often in pre-arranged sessions
Sally’s father said, “I always find it funny
then, you know when they’re going on the
same thing. One’s sat in there, one’s sat in
there…all in the same room - I can’t stand it.
Then they’re shouting, “Suzy do this, Sally
do this”.
22. John (11): I look at a name and if it sound weird or not
right, I always press no, but thatʼs only occasionally
because I have only got one friend. If the name is not a
normal name, or sounds weird to me, I donʼt normally
press it.
Jackie: And what do you mean, a normal name?
John: If itʼs like, a funny name, or like, I donʼt know,
their real name, or like coolgirl or something like that,
I would normally press yes, but if it is something
weird...
23. Jackie: When you say you like the look of somebody,
what are you looking for exactly?
Sally (11): Looking for their clothes, hair and their posh
houses, but it doesnʼt really matter because Iʼve got a lot
of plain friends. So heʼs just got little hats and stuff
[pointing to an avatar of a user who does not have paid
membership], so most people donʼt click on him because
heʼs plain. Just because heʼs plain and got a fancy
background, they just wonʼt click on him because they
donʼt really….think, ʻOh heʼs not rich...I wonʼt go and
see him, so Iʼll just leave him outʼ. I just click on anybody.
24. Emily (11): Yeah. Some people like try and show off about
doing like crimes sometimes.
Interviewer: And say what?
Emily: Like, “Oh I’ve nicked a car today” or summat.
Interviewer: So what do you say?
Emily: I just...you can add them as your friend but I don’t, I
just have friends who I already know as friends.
25. Trust
Interviewer: So, your penguin, I’m interested in how you
think about your penguin. Do you think about it as a sort
of toy, as about it being you - is it you, is it a doll, how do
you think about that penguin?
John (11): Well like most websites that I go on, there’s a
version.....like penguin, there’s things that you can make
out of it. I think it’s like representing you. Because if you
dress up as someone completely different or something
completely different you can’t really trust anyone really.
26. Genres of play
Fantasy play
Games with rules
‘Rough and tumble’ play
Socio-dramatic play
27. Purpose Example
Reading newspaper to find out about events/ tips etc.;
Literacy for accessing or reading catalogues; using environmental print to navigate the
displaying information virtual world; reading game instructions; reading clues on
quests
Communicating to other penguins via chat/ safe chat; using
Literacy for constructing and
emoticons to express emotions to other users; sending
maintaining relationships
postcards; using Club Penguin to instant message others
Literacy integral to play - fantasy play, socio-dramatic play;
Literacy for pleasure or self- reading poems, jokes and stories in the newspaper and
expression submitting copy to it; reading books in the library; language
play; searching for Club Penguin machinima on YouTube
Literacy for accessing or Communicating to two or more other penguins via chat/ safe
displaying information chat; using chat in group ritual play
Literacy for identity Choosing avatars’ clothes and artefacts; choosing emoticons
construction and performance and phrases to express identity
Literacy for establishing and
Literacy in ritualised play; CoPs
maintaining social networks
28. The interaction order (Goffman, 1983)
Frames (principles of structure
underpinning social situations) operate
across online/ offline
Literacy utilised in the construction/
maintenance of the interaction order
Literacy is used to render transactions
in virtual worlds as ‘predictable,
reliable, and legible’ (Misztal,
2001:313)
29. Online/ offline
145 children completed maps of online/ offline
friendships Class 3 Offline Online
M (B)
B (G)
D (G)
T (B)
W (B)
L (G)
K (B)
L (G)
M (B)
L (G)
A (G)
68% had N (G)
M (G)
online
J (B)
C (G)
A (B)
friends in
A (G)
A (B) J (B)
J (B)
their class
A (G) B (B)
J (B)
C (G)
B (B)
M (B) E (G)
J (G) A (G)
30. Interviewer: Did you ever ask him?
James (7): Yeah but he said still no. When I asked him
over and over he said, “No, no, no”.
Interviewer: And did you feel upset or sad about that?
James: No I didn’t thought I was missing owt.
31. Interviewer:! So did you choose children to play with in the playground that you played
with online, or not?
Carl (7):! No ‘cos....I played with James, I didn’t play with him online.
Interviewer:! Oh right OK. So why didn’t you play with him online, James?
Carl:! Because he didn’t have an account.
Interviewer:! Oh right OK, he didn’t have an account. And did it make any difference to
how you felt about him playing in the playground?
Carl:! No.
Interviewer:! No, OK. And do you think he felt any different?
Carl:! No, ‘cos we played a lot in the playground.
32. Mary (10):Well usually the people online I usually....the people that are online I
usually just play with them, and then if I go out and play in the yard I kind of
just play with all my friends and people like if they’re not playing with anyone
else and then go and talk to them and see what’s the matter.
Interviewer:!So you don’t seek out people that you play with online?
Mary:!Erm...no.
Interviewer:!Does it make any difference do you think in the playground or play
with Moshi Monsters “I’ll play with her today” or do you not think about it or....?
Mary:!No, I don’t usually think about it, I just like go to school and see who’s
there and play with them.
33. Interviewer:! So how do you think you can tell the children who might break the rules then?
Carl (7):! Because erm....if like they shout out and they thump people in faces sometimes.....
Interviewer:! In the playground?
Carl:!Yeah. And if they’re going to say something like “I don’t like you”, and like Kyle when I’ve gone to his house,
my nan-nan lives next door to him and I go to her house every night, Kyle swears when we go round to play football,
and that’s why I didn’t ask him to my accounts.
Interviewer:! Oh right OK, because he might get you into trouble.
Carl:!Yeah.
Interviewer:! And get you banned.
Carl:!Yeah. Because if they’re banned we can never add that account on to Moshi Monsters ever again.
Interviewer:! Oh gosh. And did Kyle ever ask to be your friend on the internet?
Carl:!Mmm, about 5 times.
Interviewer:! And what did you say to him?
Carl:!I said, “Sorry, I don’t want to get banned from it”.
34. Interviewer: So how do you decide who you are
going to play with on the internet and who you’re
not?
Allie (8): Because it’s like....I go up to them and
talk and see if they’re nice or not, and then if I go on
the internet and play with them I know they’re not
going to like mess around with my stuff on it.
35. Online-offline play
Children owned artefacts and games related to
Club Penguin e.g. Nintendo game, cards, key ring.
Children played games based on virtual worlds in
the playground e.g a version of tag in which the
person caught became a penguin.
36. Conclusion
Online and offline worlds closely related for
children
Engagement in virtual worlds engenders a range of
play and literacy activities
We need to build on these experiences in
developing a critical digital literacy curriculum in
classrooms